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:
280
packages/tilemap/src/physics/TilemapCollider2DComponent.ts
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280
packages/tilemap/src/physics/TilemapCollider2DComponent.ts
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/**
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* TilemapCollider2D Component
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* Tilemap 碰撞体组件
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*
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* 将 TilemapComponent 的碰撞数据转换为物理碰撞体。
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* 使用优化算法合并相邻碰撞格子,减少碰撞体数量。
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*/
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import { Component, Property, Serialize, ECSComponent, Serializable } from '@esengine/ecs-framework';
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/**
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* 碰撞体生成模式
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*/
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export enum TilemapColliderMode {
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/** 每个碰撞格子单独创建碰撞体 */
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PerTile = 0,
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/** 合并相邻碰撞格子为更大的矩形 */
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Merged = 1,
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/** 只生成边缘碰撞体(优化性能) */
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EdgeOnly = 2,
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}
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/**
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* 合并后的碰撞矩形
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*/
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export interface CollisionRect {
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x: number;
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y: number;
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width: number;
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height: number;
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}
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/**
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* TilemapCollider2D 组件
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*
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* 自动从同一实体的 TilemapComponent 读取碰撞数据,
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* 并生成对应的物理碰撞体。
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*/
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@ECSComponent('TilemapCollider2D')
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@Serializable({ version: 1, typeId: 'TilemapCollider2D' })
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export class TilemapCollider2DComponent extends Component {
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/**
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* 碰撞体生成模式
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*/
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@Serialize()
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@Property({
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type: 'enum',
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label: 'Collider Mode',
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options: [
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{ label: 'Per Tile', value: TilemapColliderMode.PerTile },
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{ label: 'Merged', value: TilemapColliderMode.Merged },
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{ label: 'Edge Only', value: TilemapColliderMode.EdgeOnly },
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],
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})
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public colliderMode: TilemapColliderMode = TilemapColliderMode.Merged;
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/**
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* 碰撞层(该碰撞体所在的层)
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*/
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@Serialize()
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@Property({ type: 'collisionLayer', label: 'Collision Layer' })
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public collisionLayer: number = 1; // Default layer
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/**
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* 碰撞掩码(该碰撞体可以与哪些层碰撞)
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*/
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@Serialize()
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@Property({ type: 'collisionMask', label: 'Collision Mask' })
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public collisionMask: number = 0xFFFF; // All layers
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/**
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* 摩擦系数
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*/
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@Serialize()
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@Property({ type: 'number', label: 'Friction', min: 0, max: 1, step: 0.01 })
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public friction: number = 0.5;
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/**
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* 弹性系数
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*/
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@Serialize()
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@Property({ type: 'number', label: 'Restitution', min: 0, max: 1, step: 0.01 })
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public restitution: number = 0;
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/**
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* 是否为触发器
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*/
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@Serialize()
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@Property({ type: 'boolean', label: 'Is Trigger' })
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public isTrigger: boolean = false;
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/**
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* 生成的碰撞矩形缓存
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* @internal
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*/
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public _collisionRects: CollisionRect[] = [];
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/**
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* 碰撞体句柄列表
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* @internal
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*/
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public _colliderHandles: number[] = [];
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/**
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* 是否需要重建碰撞体
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* @internal
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*/
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public _needsRebuild: boolean = true;
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/**
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* 碰撞数据版本(用于检测变化)
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* @internal
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*/
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public _lastCollisionVersion: number = -1;
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/**
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* 从碰撞数据生成碰撞矩形
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* @param collisionData 碰撞数据数组
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* @param width 地图宽度(格子数)
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* @param height 地图高度(格子数)
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* @param tileWidth 格子宽度(像素)
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* @param tileHeight 格子高度(像素)
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*/
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public generateCollisionRects(
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collisionData: Uint32Array,
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width: number,
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height: number,
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tileWidth: number,
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tileHeight: number
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): CollisionRect[] {
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if (collisionData.length === 0) {
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this._collisionRects = [];
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return [];
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}
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switch (this.colliderMode) {
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case TilemapColliderMode.PerTile:
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this._collisionRects = this._generatePerTileRects(
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collisionData, width, height, tileWidth, tileHeight
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);
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break;
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case TilemapColliderMode.Merged:
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this._collisionRects = this._generateMergedRects(
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collisionData, width, height, tileWidth, tileHeight
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);
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break;
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case TilemapColliderMode.EdgeOnly:
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// Edge-only 模式暂时使用合并模式
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this._collisionRects = this._generateMergedRects(
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collisionData, width, height, tileWidth, tileHeight
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);
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break;
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}
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this._needsRebuild = true;
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return this._collisionRects;
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}
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/**
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* 每个格子单独生成矩形
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*/
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private _generatePerTileRects(
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collisionData: Uint32Array,
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width: number,
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height: number,
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tileWidth: number,
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tileHeight: number
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): CollisionRect[] {
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const rects: CollisionRect[] = [];
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for (let row = 0; row < height; row++) {
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for (let col = 0; col < width; col++) {
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if (collisionData[row * width + col] > 0) {
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rects.push({
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x: col * tileWidth,
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y: row * tileHeight,
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width: tileWidth,
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height: tileHeight,
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});
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}
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}
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}
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return rects;
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}
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/**
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* 合并相邻格子生成更大的矩形(贪心算法)
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*
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* 使用行优先扫描,合并水平相邻的碰撞格子,
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* 然后尝试垂直合并相同宽度的矩形。
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*/
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private _generateMergedRects(
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collisionData: Uint32Array,
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width: number,
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height: number,
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tileWidth: number,
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tileHeight: number
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): CollisionRect[] {
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// 创建已处理标记数组
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const processed = new Array(width * height).fill(false);
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const rects: CollisionRect[] = [];
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for (let row = 0; row < height; row++) {
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for (let col = 0; col < width; col++) {
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const index = row * width + col;
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// 跳过已处理或无碰撞的格子
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if (processed[index] || collisionData[index] === 0) {
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continue;
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}
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// 找到水平方向最大范围
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let endCol = col;
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while (
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endCol < width &&
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collisionData[row * width + endCol] > 0 &&
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!processed[row * width + endCol]
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) {
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endCol++;
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}
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const rectWidth = endCol - col;
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// 找到垂直方向最大范围(保持相同宽度)
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let endRow = row;
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let canExtend = true;
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while (canExtend && endRow < height) {
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// 检查这一行是否都有碰撞且未处理
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for (let c = col; c < endCol; c++) {
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const idx = endRow * width + c;
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if (collisionData[idx] === 0 || processed[idx]) {
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canExtend = false;
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break;
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}
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}
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if (canExtend) {
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endRow++;
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}
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}
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const rectHeight = endRow - row;
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// 标记所有包含的格子为已处理
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for (let r = row; r < endRow; r++) {
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for (let c = col; c < endCol; c++) {
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processed[r * width + c] = true;
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}
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}
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// 添加合并后的矩形
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rects.push({
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x: col * tileWidth,
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y: row * tileHeight,
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width: rectWidth * tileWidth,
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height: rectHeight * tileHeight,
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});
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}
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}
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return rects;
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}
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/**
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* 获取碰撞矩形数量
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*/
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public getCollisionRectCount(): number {
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return this._collisionRects.length;
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}
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/**
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* 标记需要重建
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*/
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public markNeedsRebuild(): void {
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this._needsRebuild = true;
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}
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public override onRemovedFromEntity(): void {
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this._collisionRects = [];
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this._colliderHandles = [];
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}
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}
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186
packages/tilemap/src/physics/TilemapPhysicsSystem.ts
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186
packages/tilemap/src/physics/TilemapPhysicsSystem.ts
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@@ -0,0 +1,186 @@
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/**
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* TilemapPhysicsSystem
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* Tilemap 物理系统
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*
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* 负责将 TilemapComponent 的碰撞数据同步到物理世界。
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* 需要与 Physics2DSystem 配合使用。
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*/
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import { EntitySystem, Matcher, ECSSystem, type Entity, type Scene } from '@esengine/ecs-framework';
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import { TransformComponent } from '@esengine/ecs-components';
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import { TilemapComponent } from '../TilemapComponent';
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import { TilemapCollider2DComponent, type CollisionRect } from './TilemapCollider2DComponent';
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/**
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* 物理世界接口(避免直接依赖 physics-rapier2d)
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*/
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export interface IPhysicsWorld {
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createStaticCollider(
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entityId: number,
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position: { x: number; y: number },
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halfExtents: { x: number; y: number },
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collisionLayer: number,
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collisionMask: number,
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friction: number,
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restitution: number,
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isTrigger: boolean
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): number | null;
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removeCollider(handle: number): void;
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}
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/**
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* 物理系统接口
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*/
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export interface IPhysics2DSystem {
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world: IPhysicsWorld;
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}
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/**
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* Tilemap 物理系统
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*
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* 监听带有 TilemapComponent 和 TilemapCollider2DComponent 的实体,
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* 自动将碰撞数据转换为物理碰撞体。
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*/
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@ECSSystem('TilemapPhysics', { updateOrder: 50 })
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export class TilemapPhysicsSystem extends EntitySystem {
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private _physicsWorld: IPhysicsWorld | null = null;
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private _pendingEntities: Entity[] = [];
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constructor() {
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super(Matcher.empty().all(TilemapComponent, TilemapCollider2DComponent));
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}
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/**
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* 设置物理世界引用
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*/
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public setPhysicsWorld(world: IPhysicsWorld): void {
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this._physicsWorld = world;
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// 处理待处理的实体
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for (const entity of this._pendingEntities) {
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this._createColliders(entity);
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}
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this._pendingEntities = [];
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}
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protected override onAdded(entity: Entity): void {
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if (!this._physicsWorld) {
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this._pendingEntities.push(entity);
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return;
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}
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this._createColliders(entity);
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}
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protected override onRemoved(entity: Entity): void {
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this._removeColliders(entity);
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const idx = this._pendingEntities.indexOf(entity);
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if (idx >= 0) {
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this._pendingEntities.splice(idx, 1);
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}
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}
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protected override process(entities: readonly Entity[]): void {
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if (!this._physicsWorld) return;
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for (const entity of entities) {
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const tilemap = entity.getComponent(TilemapComponent);
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const collider = entity.getComponent(TilemapCollider2DComponent);
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if (!tilemap || !collider) continue;
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// 检查碰撞数据是否变化
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const currentVersion = tilemap.renderDirty ? Date.now() : collider._lastCollisionVersion;
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if (collider._needsRebuild || currentVersion !== collider._lastCollisionVersion) {
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this._rebuildColliders(entity);
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collider._lastCollisionVersion = currentVersion;
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}
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}
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}
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/**
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* 创建碰撞体
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*/
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private _createColliders(entity: Entity): void {
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const tilemap = entity.getComponent(TilemapComponent);
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const collider = entity.getComponent(TilemapCollider2DComponent);
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const transform = entity.getComponent(TransformComponent);
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if (!tilemap || !collider || !this._physicsWorld) return;
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// 生成碰撞矩形
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const collisionData = tilemap.collisionData;
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collider.generateCollisionRects(
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collisionData,
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tilemap.width,
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tilemap.height,
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tilemap.tileWidth,
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tilemap.tileHeight
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);
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// 获取实体位置偏移
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const offsetX = transform?.position.x ?? 0;
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const offsetY = transform?.position.y ?? 0;
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// 计算地图总高度(像素),用于 Y 轴翻转
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// Calculate total map height (pixels) for Y-axis flip
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const mapPixelHeight = tilemap.height * tilemap.tileHeight;
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// 为每个碰撞矩形创建物理碰撞体
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for (const rect of collider._collisionRects) {
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// Y 轴翻转:rect.y 是从顶部计算的,需要翻转到底部
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// Y-axis flip: rect.y is calculated from top, needs flip to bottom
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const flippedY = mapPixelHeight - rect.y - rect.height;
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const handle = this._physicsWorld.createStaticCollider(
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entity.id,
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{
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x: offsetX + rect.x + rect.width / 2,
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y: offsetY + flippedY + rect.height / 2,
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},
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{
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x: rect.width / 2,
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y: rect.height / 2,
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},
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collider.collisionLayer,
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collider.collisionMask,
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collider.friction,
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collider.restitution,
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collider.isTrigger
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);
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if (handle !== null) {
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collider._colliderHandles.push(handle);
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}
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}
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collider._needsRebuild = false;
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this.logger.debug(`Created ${collider._colliderHandles.length} colliders for tilemap entity ${entity.name}`);
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}
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/**
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* 移除碰撞体
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*/
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private _removeColliders(entity: Entity): void {
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const collider = entity.getComponent(TilemapCollider2DComponent);
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if (!collider || !this._physicsWorld) return;
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for (const handle of collider._colliderHandles) {
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this._physicsWorld.removeCollider(handle);
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}
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collider._colliderHandles = [];
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}
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/**
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* 重建碰撞体
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*/
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private _rebuildColliders(entity: Entity): void {
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this._removeColliders(entity);
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this._createColliders(entity);
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}
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protected override onDestroy(): void {
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this._physicsWorld = null;
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this._pendingEntities = [];
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}
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}
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