feat(asset): 统一资产引用使用 GUID 替代路径 (#287)
* feat(world-streaming): 添加世界流式加载系统 实现基于区块的世界流式加载系统,支持开放世界游戏: 运行时包 (@esengine/world-streaming): - ChunkComponent: 区块实体组件,包含坐标、边界、状态 - StreamingAnchorComponent: 流式锚点组件(玩家/摄像机) - ChunkLoaderComponent: 流式加载配置组件 - ChunkStreamingSystem: 区块加载/卸载调度系统 - ChunkCullingSystem: 区块可见性剔除系统 - ChunkManager: 区块生命周期管理服务 - SpatialHashGrid: 空间哈希网格 - ChunkSerializer: 区块序列化 编辑器包 (@esengine/world-streaming-editor): - ChunkVisualizer: 区块可视化覆盖层 - ChunkLoaderInspectorProvider: 区块加载器检视器 - StreamingAnchorInspectorProvider: 流式锚点检视器 - WorldStreamingPlugin: 完整插件导出 * feat(asset): 统一资产引用使用 GUID 替代路径 将所有组件的资产引用字段从路径改为 GUID: - SpriteComponent: texture -> textureGuid, material -> materialGuid - SpriteAnimatorComponent: AnimationFrame.texture -> textureGuid - UIRenderComponent: texture -> textureGuid - UIButtonComponent: normalTexture -> normalTextureGuid 等 - AudioSourceComponent: clip -> clipGuid - ParticleSystemComponent: 已使用 textureGuid 修复 AssetRegistryService 注册问题和路径规范化, 添加渲染系统的 GUID 解析支持。 * fix(sprite-editor): 更新 material 为 materialGuid * fix(editor-app): 更新 AnimationFrame.texture 为 textureGuid
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@@ -20,16 +20,20 @@ const logger = createLogger('AssetMetaPlugin');
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class AssetMetaEditorModule implements IEditorModuleLoader {
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private _assetRegistry: AssetRegistryService | null = null;
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async install(_services: ServiceContainer): Promise<void> {
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async install(services: ServiceContainer): Promise<void> {
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// 创建 AssetRegistryService 并初始化
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// Create AssetRegistryService and initialize
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this._assetRegistry = new AssetRegistryService();
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// 注册到服务容器,以便其他地方可以访问
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// Register to service container so other places can access it
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services.registerInstance(AssetRegistryService, this._assetRegistry);
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// 初始化服务(订阅 project:opened 事件)
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// Initialize service (subscribes to project:opened event)
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await this._assetRegistry.initialize();
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logger.info('AssetRegistryService initialized');
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logger.info('AssetRegistryService initialized and registered');
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}
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async uninstall(): Promise<void> {
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