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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@@ -5,8 +5,11 @@ import { Component, ECSComponent, Serializable, Serialize, Property } from '@ese
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* Animation frame data
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*/
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export interface AnimationFrame {
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/** 纹理路径 | Texture path */
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texture: string;
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/**
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* 纹理资产 GUID
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* Texture asset GUID
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*/
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textureGuid: string;
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/** 帧持续时间(秒) | Frame duration in seconds */
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duration: number;
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/** UV坐标 [u0, v0, u1, v1] | UV coordinates */
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@@ -43,7 +46,7 @@ export class SpriteAnimatorComponent extends Component {
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@Property({
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type: 'animationClips',
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label: 'Animation Clips',
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controls: [{ component: 'Sprite', property: 'texture' }]
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controls: [{ component: 'Sprite', property: 'textureGuid' }]
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})
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public clips: AnimationClip[] = [];
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@@ -101,7 +104,7 @@ export class SpriteAnimatorComponent extends Component {
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* Create animation clip from sprite atlas
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*
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* @param name - 动画名称 | Animation name
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* @param texture - 纹理路径 | Texture path
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* @param textureGuid - 纹理资产 GUID | Texture asset GUID
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* @param frameCount - 帧数 | Number of frames
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* @param frameWidth - 每帧宽度 | Frame width
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* @param frameHeight - 每帧高度 | Frame height
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@@ -112,7 +115,7 @@ export class SpriteAnimatorComponent extends Component {
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*/
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createClipFromAtlas(
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name: string,
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texture: string,
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textureGuid: string,
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frameCount: number,
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frameWidth: number,
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frameHeight: number,
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@@ -132,7 +135,7 @@ export class SpriteAnimatorComponent extends Component {
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const y = row * frameHeight;
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frames.push({
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texture,
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textureGuid,
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duration,
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uv: [
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x / atlasWidth,
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@@ -159,19 +162,19 @@ export class SpriteAnimatorComponent extends Component {
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* Create animation clip from frame sequence
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*
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* @param name - 动画名称 | Animation name
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* @param textures - 纹理路径数组 | Array of texture paths
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* @param textureGuids - 纹理资产 GUID 数组 | Array of texture asset GUIDs
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* @param fps - 帧率 | Frames per second
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* @param loop - 是否循环 | Whether to loop
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*/
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createClipFromSequence(
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name: string,
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textures: string[],
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textureGuids: string[],
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fps: number = 12,
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loop: boolean = true
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): AnimationClip {
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const duration = 1 / fps;
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const frames: AnimationFrame[] = textures.map((texture) => ({
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texture,
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const frames: AnimationFrame[] = textureGuids.map((textureGuid) => ({
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textureGuid,
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duration
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}));
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@@ -27,19 +27,20 @@ export type MaterialOverrides = Record<string, MaterialPropertyOverride>;
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* Sprite component - manages 2D image rendering
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*/
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@ECSComponent('Sprite')
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@Serializable({ version: 3, typeId: 'Sprite' })
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@Serializable({ version: 4, typeId: 'Sprite' })
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export class SpriteComponent extends Component {
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/** 纹理路径或资源ID | Texture path or asset ID */
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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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/**
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* 资产GUID(新的资产系统)
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* Asset GUID for new asset system
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* 纹理资产 GUID
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* Texture asset GUID
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*
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* Stores the unique identifier of the texture asset.
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* The actual file path is resolved at runtime via AssetDatabase.
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* 存储纹理资产的唯一标识符。
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* 实际文件路径在运行时通过 AssetDatabase 解析。
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*/
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@Serialize()
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public assetGuid?: string;
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@Property({ type: 'asset', label: 'Texture', assetType: 'texture' })
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public textureGuid: string = '';
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/**
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* 纹理ID(运行时使用)
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@@ -151,15 +152,15 @@ export class SpriteComponent extends Component {
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public sortingOrder: number = 0;
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/**
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* 材质资产路径(共享材质)
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* Material asset path (shared material)
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* 材质资产 GUID(共享材质)
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* Material asset GUID (shared material)
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*
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* Multiple sprites can reference the same material file.
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* 多个精灵可以引用同一个材质文件。
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*/
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@Serialize()
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@Property({ type: 'asset', label: 'Material', extensions: ['.mat'] })
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public material: string = '';
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public materialGuid: string = '';
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/**
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* 材质属性覆盖(实例级别)
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@@ -215,9 +216,13 @@ export class SpriteComponent extends Component {
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this.originY = value;
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}
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constructor(texture: string = '') {
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/**
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* @param textureGuidOrPath - Texture GUID or path (for backward compatibility)
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*/
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constructor(textureGuidOrPath: string = '') {
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super();
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this.texture = texture;
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// Support both GUID and path for backward compatibility
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this.textureGuid = textureGuidOrPath;
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}
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/**
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@@ -260,7 +265,7 @@ export class SpriteComponent extends Component {
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}
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this._assetReference = reference;
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if (reference) {
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this.assetGuid = reference.guid;
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this.textureGuid = reference.guid;
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}
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}
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@@ -292,11 +297,11 @@ export class SpriteComponent extends Component {
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}
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/**
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* 获取有效的纹理源
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* Get effective texture source
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* 获取纹理 GUID
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* Get texture GUID
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*/
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getTextureSource(): string {
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return this.assetGuid || this.texture;
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return this.textureGuid;
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}
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// ============= Material Override Methods =============
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@@ -51,7 +51,7 @@ export class SpriteAnimatorSystem extends EntitySystem {
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if (sprite) {
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const frame = animator.getCurrentFrame();
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if (frame) {
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sprite.texture = frame.texture;
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sprite.textureGuid = frame.textureGuid;
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// Update UV if specified
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if (frame.uv) {
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