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
This commit is contained in:
YHH
2025-12-06 14:08:48 +08:00
committed by GitHub
parent 0c03b13d74
commit 3617f40309
25 changed files with 443 additions and 152 deletions

View File

@@ -626,7 +626,7 @@ function MaterialOverrideEditor({ sprite, material, onChange }: MaterialOverride
onChange('materialOverrides', newOverrides);
};
if (!sprite.material) {
if (!sprite.materialGuid) {
return null;
}
@@ -871,10 +871,10 @@ function SpriteInspectorContent({ context }: { context: ComponentInspectorContex
const [material, setMaterial] = useState<Material | null>(null);
const [, forceUpdate] = useState({});
// Load material when sprite.material changes.
// 当 sprite.material 变化时加载材质。
// Load material when sprite.materialGuid changes.
// 当 sprite.materialGuid 变化时加载材质。
useEffect(() => {
if (!sprite.material) {
if (!sprite.materialGuid) {
setMaterial(null);
return;
}
@@ -887,7 +887,7 @@ function SpriteInspectorContent({ context }: { context: ComponentInspectorContex
// Try to get cached material by ID.
// 尝试通过 ID 获取缓存的材质。
const materialId = materialManager.getMaterialIdByPath(sprite.material);
const materialId = materialManager.getMaterialIdByPath(sprite.materialGuid);
if (materialId > 0) {
const mat = materialManager.getMaterial(materialId);
setMaterial(mat || null);
@@ -896,7 +896,7 @@ function SpriteInspectorContent({ context }: { context: ComponentInspectorContex
// Load material asynchronously.
// 异步加载材质。
materialManager.loadMaterialFromPath(sprite.material)
materialManager.loadMaterialFromPath(sprite.materialGuid)
.then(matId => {
const mat = materialManager.getMaterial(matId);
setMaterial(mat || null);
@@ -904,7 +904,7 @@ function SpriteInspectorContent({ context }: { context: ComponentInspectorContex
.catch(() => {
setMaterial(null);
});
}, [sprite.material]);
}, [sprite.materialGuid]);
const handleChange = useCallback((propertyName: string, value: unknown) => {
(sprite as unknown as Record<string, unknown>)[propertyName] = value;
@@ -930,7 +930,7 @@ function SpriteInspectorContent({ context }: { context: ComponentInspectorContex
}, []);
// No material selected
if (!sprite.material) {
if (!sprite.materialGuid) {
return null;
}
@@ -940,7 +940,7 @@ function SpriteInspectorContent({ context }: { context: ComponentInspectorContex
{material && (
<InlineMaterialEditor
material={material}
materialPath={sprite.material}
materialPath={sprite.materialGuid}
onMaterialChange={handleMaterialChange}
/>
)}