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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@@ -54,9 +54,25 @@ export enum SimulationSpace {
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* 管理粒子发射、模拟,并为渲染提供数据。
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*/
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@ECSComponent('ParticleSystem')
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@Serializable({ version: 1, typeId: 'ParticleSystem' })
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@Serializable({ version: 2, typeId: 'ParticleSystem' })
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export class ParticleSystemComponent extends Component {
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// ============= 资产引用 | Asset Reference =============
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/**
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* 粒子效果资产 GUID
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* Particle effect asset GUID
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*
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* When set, loads particle configuration from .particle file.
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* Inline properties below are ignored when asset is set.
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* 设置后从 .particle 文件加载粒子配置。
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* 设置了资产后,下面的内联属性将被忽略。
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*/
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@Serialize()
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@Property({ type: 'asset', label: 'Particle Asset', extensions: ['.particle', '.particle.json'] })
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public particleAssetGuid: string = '';
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// ============= 基础属性 | Basic Properties =============
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// These are used when particleAssetGuid is not set
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/** 最大粒子数量 | Maximum particle count */
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@Serialize()
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@@ -200,10 +216,13 @@ export class ParticleSystemComponent extends Component {
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// ============= 渲染属性 | Rendering Properties =============
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/** 粒子纹理 | Particle texture */
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/**
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* 粒子纹理 GUID
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* Particle texture GUID
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*/
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@Serialize()
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@Property({ type: 'asset', label: 'Texture', assetType: 'texture' })
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public texture: string = '';
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public textureGuid: string = '';
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/** 粒子尺寸(像素)| Particle size (pixels) */
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@Serialize()
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@@ -108,8 +108,8 @@ export interface IParticleAsset {
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blendMode: ParticleBlendMode;
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/** 排序顺序 | Sorting order */
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sortingOrder: number;
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/** 纹理路径 | Texture path */
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texture?: string;
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/** 纹理资产 GUID | Texture asset GUID */
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textureGuid?: string;
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// 模块配置 | Module configurations
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/** 模块列表 | Module list */
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@@ -191,7 +191,7 @@ export class ParticleRenderDataProvider implements IRenderDataProvider {
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colors: this._colors.subarray(0, particleIndex),
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tileCount: particleIndex,
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sortingOrder,
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texturePath: systems[0]?.component.texture || undefined
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texturePath: systems[0]?.component.textureGuid || undefined
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};
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this._renderDataCache.push(renderData);
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