refactor(ui): UI 系统架构重构 (#309)

* feat(ui): 动态图集系统与渲染调试增强

## 核心功能

### 动态图集系统 (Dynamic Atlas)
- 新增 DynamicAtlasManager:运行时纹理打包,支持 MaxRects 算法
- 新增 DynamicAtlasService:自动纹理加载与图集管理
- 新增 BinPacker:高效矩形打包算法
- 支持动态/固定两种扩展策略
- 自动 UV 重映射,实现 UI 元素合批渲染

### Frame Debugger 增强
- 新增合批分析面板,显示批次中断原因
- 新增 UI 元素层级信息(depth, worldOrderInLayer)
- 新增实体高亮功能,点击可在场景中定位
- 新增动态图集可视化面板
- 改进渲染原语详情展示

### 闪光效果 (Shiny Effect)
- 新增 UIShinyEffectComponent:UI 闪光参数配置
- 新增 UIShinyEffectSystem:材质覆盖驱动的闪光动画
- 新增 ShinyEffectComponent/System(Sprite 版本)

## 引擎层改进

### Rust 纹理管理扩展
- create_blank_texture:创建空白 GPU 纹理
- update_texture_region:局部纹理更新
- 支持动态图集的 GPU 端操作

### 材质系统
- 新增 effects/ 目录:ShinyEffect 等效果实现
- 新增 interfaces/ 目录:IMaterial 等接口定义
- 新增 mixins/ 目录:可组合的材质功能

### EngineBridge 扩展
- 新增 createBlankTexture/updateTextureRegion 方法
- 改进纹理加载回调机制

## UI 渲染改进
- UIRenderCollector:支持合批调试信息
- 稳定排序:addIndex 保证渲染顺序一致性
- 九宫格渲染优化
- 材质覆盖支持

## 其他改进
- 国际化:新增 Frame Debugger 相关翻译
- 编辑器:新增渲染调试入口
- 文档:新增架构设计文档目录

* refactor(ui): 引入新基础组件架构与渲染工具函数

Phase 1 重构 - 组件职责分离与代码复用:

新增基础组件层:
- UIGraphicComponent: 所有可视 UI 元素的基类(颜色、透明度、raycast)
- UIImageComponent: 纹理显示组件(支持简单、切片、平铺、填充模式)
- UISelectableComponent: 可交互元素的基类(状态管理、颜色过渡)

新增渲染工具:
- UIRenderUtils: 提取共享的坐标计算、边框渲染、阴影渲染等工具函数
- getUIRenderTransform: 统一的变换数据提取
- renderBorder/renderShadow: 复用的边框和阴影渲染逻辑

新增渲染系统:
- UIGraphicRenderSystem: 处理新基础组件的统一渲染器

重构现有系统:
- UIRectRenderSystem: 使用新工具函数,移除重复代码
- UIButtonRenderSystem: 使用新工具函数,移除重复代码

这些改动为后续统一渲染系统奠定基础。

* refactor(ui): UIProgressBarRenderSystem 使用渲染工具函数

- 使用 getUIRenderTransform 替代手动变换计算
- 使用 renderBorder 工具函数替代重复的边框渲染
- 使用 lerpColor 工具函数替代重复的颜色插值
- 简化方法签名,使用 UIRenderTransform 类型
- 移除约 135 行重复代码

* refactor(ui): Slider 和 ScrollView 渲染系统使用工具函数

- UISliderRenderSystem: 使用 getUIRenderTransform,简化方法签名
- UIScrollViewRenderSystem: 使用 getUIRenderTransform,简化方法签名
- 统一使用 UIRenderTransform 类型减少参数传递
- 消除重复的变换计算代码

* refactor(ui): 使用 UIWidgetMarker 消除硬编码组件依赖

- 新增 UIWidgetMarker 标记组件
- UIRectRenderSystem 改为检查标记而非硬编码4种组件类型
- 各 Widget 渲染系统自动添加标记组件
- 减少模块间耦合,提高可扩展性

* feat(ui): 实现 Canvas 隔离机制

- 新增 UICanvasComponent 定义 Canvas 渲染组
- UITransformComponent 添加 Canvas 相关字段:canvasEntityId, worldSortingLayer, pixelPerfect
- UILayoutSystem 传播 Canvas 设置给子元素
- UIRenderUtils 使用 Canvas 继承的排序层
- 支持嵌套 Canvas 和不同渲染模式

* refactor(ui): 统一纹理管理工具函数

Phase 4: 纹理管理统一

新增:
- UITextureUtils.ts: 统一的纹理描述符接口和验证函数
  - UITextureDescriptor: 支持 GUID/textureId/path 多种纹理源
  - isValidTextureGuid: GUID 验证
  - getTextureKey: 获取用于合批的纹理键
  - normalizeTextureDescriptor: 规范化各种输入格式
- utils/index.ts: 工具函数导出

修改:
- UIGraphicRenderSystem: 使用新的纹理工具函数
- index.ts: 导出纹理工具类型和函数

* refactor(ui): 实现统一的脏标记机制

Phase 5: Dirty 标记机制

新增:
- UIDirtyFlags.ts: 位标记枚举和追踪工具
  - UIDirtyFlags: Visual/Layout/Transform/Material/Text 标记
  - IDirtyTrackable: 脏追踪接口
  - DirtyTracker: 辅助工具类
  - 帧级别脏状态追踪 (markFrameDirty, isFrameDirty)

修改:
- UIGraphicComponent: 实现 IDirtyTrackable
  - 属性 setter 自动设置脏标记
  - 保留 setDirty/clearDirty 向后兼容
- UIImageComponent: 所有属性支持脏追踪
  - textureGuid/imageType/fillAmount 等变化自动标记
- UIGraphicRenderSystem: 使用 clearDirtyFlags()

导出:
- UIDirtyFlags, IDirtyTrackable, DirtyTracker
- markFrameDirty, isFrameDirty, clearFrameDirty

* refactor(ui): 移除过时的 dirty flag API

移除 UIGraphicComponent 中的兼容性 API:
- 移除 _isDirty getter/setter
- 移除 setDirty() 方法
- 移除 clearDirty() 方法

现在统一使用新的 dirty flag 系统:
- isDirty() / hasDirtyFlag(flags)
- markDirty(flags) / clearDirtyFlags()

* fix(ui): 修复两个 TODO 功能

1. 滑块手柄命中测试 (UIInputSystem)
   - UISliderComponent 添加 getHandleBounds() 计算手柄边界
   - UISliderComponent 添加 isPointInHandle() 精确命中测试
   - UIInputSystem.handleSlider() 使用精确测试更新悬停状态

2. 径向填充渲染 (UIGraphicRenderSystem)
   - 实现 renderRadialFill() 方法
   - 支持 radial90/radial180/radial360 三种模式
   - 支持 fillOrigin (top/right/bottom/left) 和 fillClockwise
   - 使用多段矩形近似饼形填充效果

* feat(ui): 完善 UI 系统架构和九宫格渲染

* fix(ui): 修复文本渲染层级问题并清理调试代码

- 修复纹理就绪后调用 invalidateUIRenderCaches() 导致的无限循环
- 移除 UITextRenderSystem、UIButtonRenderSystem、UIRectRenderSystem 中的首帧调试输出
- 移除 UILayoutSystem 中的布局调试日志
- 清理所有 __UI_RENDER_DEBUG__ 条件日志

* refactor(ui): 优化渲染批处理和输入框组件

渲染系统:
- 修复 RenderBatcher 保持渲染顺序
- 优化 Rust SpriteBatch 避免合并非连续精灵
- 增强 EngineRenderSystem 纹理就绪检测

输入框组件:
- 增强 UIInputFieldComponent 功能
- 改进 UIInputSystem 输入处理
- 新增 TextMeasureService 文本测量服务

* fix(ui): 修复九宫格首帧渲染和InputField输入问题

- 修复九宫格首帧 size=0x0 问题:
  - Viewport.tsx: 预览模式读取图片尺寸存储到 importSettings
  - AssetDatabase: ISpriteSettings 添加 width/height 字段
  - AssetMetadataService: getTextureSpriteInfo 使用元数据尺寸作为后备
  - UIRectRenderSystem: 当 atlasEntry 不存在时使用 spriteInfo 尺寸
  - WebBuildPipeline: 构建时包含 importSettings
  - AssetManager: 从 catalog 初始化时复制 importSettings
  - AssetTypes: IAssetCatalogEntry 添加 importSettings 字段

- 修复 InputField 无法输入问题:
  - UIRuntimeModule: manifest 添加 pluginExport: 'UIPlugin'
  - 确保预览模式正确加载 UI 插件并绑定 UIInputSystem

- 添加调试日志用于排查纹理加载问题

* fix(sprite): 修复类型导出错误

MaterialPropertyOverride 和 MaterialOverrides 应从 @esengine/material-system 导出

* fix(ui-editor): 补充 AnchorPreset 拉伸预设的映射

添加 StretchTop, StretchMiddle, StretchBottom, StretchLeft, StretchCenter, StretchRight 的位置和锚点值映射
This commit is contained in:
YHH
2025-12-19 15:33:36 +08:00
committed by GitHub
parent 958933cd76
commit 536c4c5593
145 changed files with 18187 additions and 1543 deletions

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/**
* Entity Reference Field Styles
* 实体引用字段样式
*
* Uses property-field and property-label from PropertyInspector.css for consistency.
* 使用 PropertyInspector.css 中的 property-field 和 property-label 以保持一致性。
*/
/* Input container - matches property-input styling */
.entity-ref-field__input {
flex: 1;
display: flex;
align-items: center;
min-height: 22px;
padding: 0 8px;
background: #1a1a1a;
border: 1px solid #3a3a3a;
border-radius: 2px;
gap: 4px;
transition: border-color 0.15s ease, background-color 0.15s ease;
}
.entity-ref-field__input:hover:not(.readonly) {
border-color: #4a4a4a;
}
.entity-ref-field__input.drag-over {
border-color: var(--accent-color, #4a9eff);
background: rgba(74, 158, 255, 0.1);
}
.entity-ref-field__input.readonly {
opacity: 0.7;
cursor: not-allowed;
}
/* Entity name - clickable to navigate */
.entity-ref-field__name {
flex: 1;
font-size: 11px;
font-family: 'Consolas', 'Monaco', monospace;
color: #ddd;
cursor: pointer;
padding: 2px 4px;
border-radius: 2px;
transition: background-color 0.15s ease, color 0.15s ease;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.entity-ref-field__name:hover {
background: rgba(255, 255, 255, 0.1);
color: var(--accent-color, #4a9eff);
}
/* Clear button */
.entity-ref-field__clear {
display: flex;
align-items: center;
justify-content: center;
width: 16px;
height: 16px;
padding: 0;
background: transparent;
border: none;
border-radius: 2px;
color: #999;
font-size: 12px;
line-height: 1;
cursor: pointer;
transition: background-color 0.15s ease, color 0.15s ease;
flex-shrink: 0;
}
.entity-ref-field__clear:hover {
background: rgba(255, 100, 100, 0.2);
color: #ff6464;
}
/* Placeholder text */
.entity-ref-field__placeholder {
font-size: 11px;
font-family: 'Consolas', 'Monaco', monospace;
color: #666;
font-style: italic;
}

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/**
* Entity Reference Field
* 实体引用字段
*
* Allows drag-and-drop of entities from SceneHierarchy.
* 支持从场景层级面板拖拽实体。
*/
import React, { useCallback, useState } from 'react';
import { Core } from '@esengine/ecs-framework';
import { useHierarchyStore } from '../../../stores';
import './EntityRefField.css';
export interface EntityRefFieldProps {
/** Field label | 字段标签 */
label: string;
/** Current entity ID (0 = none) | 当前实体 ID (0 = 无) */
value: number;
/** Value change callback | 值变更回调 */
onChange: (value: number) => void;
/** Placeholder text | 占位文本 */
placeholder?: string;
/** Read-only mode | 只读模式 */
readonly?: boolean;
}
export const EntityRefField: React.FC<EntityRefFieldProps> = ({
label,
value,
onChange,
placeholder = '拖拽实体到此处 / Drop entity here',
readonly = false
}) => {
const [isDragOver, setIsDragOver] = useState(false);
// Get entity name for display
// 获取实体名称用于显示
const getEntityName = useCallback((): string | null => {
if (!value || value === 0) return null;
const scene = Core.scene;
if (!scene) return null;
const entity = scene.entities.findEntityById(value);
return entity?.name || `Entity #${value}`;
}, [value]);
const entityName = getEntityName();
const handleDragOver = useCallback((e: React.DragEvent) => {
if (readonly) return;
// Check if dragging an entity
// 检查是否拖拽实体
if (e.dataTransfer.types.includes('entity-id')) {
e.preventDefault();
e.dataTransfer.dropEffect = 'link';
setIsDragOver(true);
}
}, [readonly]);
const handleDragLeave = useCallback(() => {
setIsDragOver(false);
}, []);
const handleDrop = useCallback((e: React.DragEvent) => {
if (readonly) return;
e.preventDefault();
setIsDragOver(false);
const entityIdStr = e.dataTransfer.getData('entity-id');
if (entityIdStr) {
const entityId = parseInt(entityIdStr, 10);
if (!isNaN(entityId) && entityId > 0) {
onChange(entityId);
}
}
}, [readonly, onChange]);
const handleClear = useCallback(() => {
if (readonly) return;
onChange(0);
}, [readonly, onChange]);
const handleNavigateToEntity = useCallback(() => {
if (!value || value === 0) return;
// Select the referenced entity in SceneHierarchy
// 在场景层级面板中选择引用的实体
const { setSelectedIds } = useHierarchyStore.getState();
setSelectedIds(new Set([value]));
}, [value]);
return (
<div className="property-field entity-ref-field">
<label className="property-label">{label}</label>
<div
className={`entity-ref-field__input ${isDragOver ? 'drag-over' : ''} ${readonly ? 'readonly' : ''}`}
onDragOver={handleDragOver}
onDragLeave={handleDragLeave}
onDrop={handleDrop}
>
{entityName ? (
<>
<span
className="entity-ref-field__name"
onClick={handleNavigateToEntity}
title="点击选择此实体 / Click to select this entity"
>
{entityName}
</span>
{!readonly && (
<button
className="entity-ref-field__clear"
onClick={handleClear}
title="清除引用 / Clear reference"
>
×
</button>
)}
</>
) : (
<span className="entity-ref-field__placeholder">{placeholder}</span>
)}
</div>
</div>
);
};

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/**
* Material properties editor component.
* 材质属性编辑器组件。
*
* This component provides a UI for editing shader uniform values
* based on shader property metadata.
* 此组件提供基于着色器属性元数据编辑着色器 uniform 值的 UI。
*/
import React, { useMemo, useState } from 'react';
import { ChevronDown, ChevronRight, Palette } from 'lucide-react';
import type {
IMaterialOverridable,
ShaderPropertyMeta,
MaterialPropertyOverride
} from '@esengine/material-system';
import {
BuiltInShaders,
getShaderPropertiesById
} from '@esengine/material-system';
// Shader name mapping
const SHADER_NAMES: Record<number, string> = {
0: 'DefaultSprite',
1: 'Grayscale',
2: 'Tint',
3: 'Flash',
4: 'Outline',
5: 'Shiny'
};
interface MaterialPropertiesEditorProps {
/** Target component implementing IMaterialOverridable */
target: IMaterialOverridable;
/** Callback when property changes */
onChange?: (name: string, value: MaterialPropertyOverride) => void;
}
/**
* Material properties editor.
* 材质属性编辑器。
*/
export const MaterialPropertiesEditor: React.FC<MaterialPropertiesEditorProps> = ({
target,
onChange
}) => {
const [expandedGroups, setExpandedGroups] = useState<Set<string>>(new Set(['Effect', 'Default']));
const materialId = target.getMaterialId();
const shaderName = SHADER_NAMES[materialId] || `Custom(${materialId})`;
const properties = getShaderPropertiesById(materialId);
// Group properties
const groupedProps = useMemo(() => {
if (!properties) return {};
const groups: Record<string, Array<[string, ShaderPropertyMeta]>> = {};
for (const [name, meta] of Object.entries(properties)) {
if (meta.hidden) continue;
const group = meta.group || 'Default';
if (!groups[group]) groups[group] = [];
groups[group].push([name, meta]);
}
return groups;
}, [properties]);
const toggleGroup = (group: string) => {
setExpandedGroups(prev => {
const next = new Set(prev);
if (next.has(group)) {
next.delete(group);
} else {
next.add(group);
}
return next;
});
};
const handleChange = (name: string, meta: ShaderPropertyMeta, newValue: number | number[]) => {
const override: MaterialPropertyOverride = {
type: meta.type === 'texture' ? 'int' : meta.type as MaterialPropertyOverride['type'],
value: newValue
};
// Apply to target
switch (meta.type) {
case 'float':
target.setOverrideFloat(name, newValue as number);
break;
case 'int':
target.setOverrideInt(name, newValue as number);
break;
case 'vec2':
const v2 = newValue as number[];
target.setOverrideVec2(name, v2[0] ?? 0, v2[1] ?? 0);
break;
case 'vec3':
const v3 = newValue as number[];
target.setOverrideVec3(name, v3[0] ?? 0, v3[1] ?? 0, v3[2] ?? 0);
break;
case 'vec4':
const v4 = newValue as number[];
target.setOverrideVec4(name, v4[0] ?? 0, v4[1] ?? 0, v4[2] ?? 0, v4[3] ?? 0);
break;
case 'color':
const c = newValue as number[];
target.setOverrideColor(name, c[0] ?? 1, c[1] ?? 1, c[2] ?? 1, c[3] ?? 1);
break;
}
onChange?.(name, override);
};
const getCurrentValue = (name: string, meta: ShaderPropertyMeta): number | number[] => {
const override = target.getOverride(name);
if (override) {
return override.value as number | number[];
}
return meta.default as number | number[] ?? (meta.type === 'color' ? [1, 1, 1, 1] : 0);
};
// Parse i18n label
const parseLabel = (label: string): string => {
// Format: "中文 | English" - for now just return as-is
return label;
};
return (
<div className="material-properties-editor" style={{ fontSize: '12px' }}>
{/* Shader selector */}
<div style={{
display: 'flex',
alignItems: 'center',
padding: '6px 8px',
backgroundColor: '#3a3a3a',
borderRadius: '4px',
marginBottom: '8px'
}}>
<Palette size={14} style={{ marginRight: '8px', color: '#888' }} />
<span style={{ color: '#aaa', marginRight: '8px' }}>Shader:</span>
<select
value={materialId}
onChange={(e) => target.setMaterialId(Number(e.target.value))}
style={{
flex: 1,
backgroundColor: '#2a2a2a',
color: '#e0e0e0',
border: '1px solid #4a4a4a',
borderRadius: '3px',
padding: '3px 6px',
fontSize: '12px'
}}
>
<option value={0}>DefaultSprite</option>
<option value={1}>Grayscale</option>
<option value={2}>Tint</option>
<option value={3}>Flash</option>
<option value={4}>Outline</option>
<option value={5}>Shiny</option>
</select>
</div>
{/* Property groups */}
{Object.entries(groupedProps).map(([group, props]) => (
<div key={group} style={{ marginBottom: '4px' }}>
{/* Group header */}
<div
onClick={() => toggleGroup(group)}
style={{
display: 'flex',
alignItems: 'center',
padding: '4px 8px',
backgroundColor: '#333',
borderRadius: '3px',
cursor: 'pointer',
userSelect: 'none'
}}
>
{expandedGroups.has(group) ? <ChevronDown size={12} /> : <ChevronRight size={12} />}
<span style={{ marginLeft: '4px', color: '#aaa', fontWeight: 500 }}>{group}</span>
</div>
{/* Properties */}
{expandedGroups.has(group) && (
<div style={{ padding: '4px 8px' }}>
{props.map(([name, meta]) => (
<PropertyEditor
key={name}
name={name}
meta={meta}
value={getCurrentValue(name, meta)}
onChange={(v) => handleChange(name, meta, v)}
/>
))}
</div>
)}
</div>
))}
{!properties && (
<div style={{ color: '#666', padding: '8px', fontStyle: 'italic' }}>
No editable properties for {shaderName}
</div>
)}
</div>
);
};
interface PropertyEditorProps {
name: string;
meta: ShaderPropertyMeta;
value: number | number[];
onChange: (value: number | number[]) => void;
}
/**
* Individual property editor.
* 单个属性编辑器。
*/
const PropertyEditor: React.FC<PropertyEditorProps> = ({ name, meta, value, onChange }) => {
const displayName = name.replace(/^u_/, '');
const inputStyle: React.CSSProperties = {
backgroundColor: '#2a2a2a',
color: '#e0e0e0',
border: '1px solid #4a4a4a',
borderRadius: '3px',
padding: '2px 6px',
fontSize: '11px',
width: '60px'
};
const renderInput = () => {
switch (meta.type) {
case 'float':
case 'int':
return (
<input
type="number"
value={typeof value === 'number' ? value : 0}
min={meta.min}
max={meta.max}
step={meta.step ?? (meta.type === 'int' ? 1 : 0.01)}
onChange={(e) => onChange(parseFloat(e.target.value) || 0)}
style={inputStyle}
/>
);
case 'vec2':
const v2 = Array.isArray(value) ? value : [0, 0];
const v2x = v2[0] ?? 0;
const v2y = v2[1] ?? 0;
return (
<div style={{ display: 'flex', gap: '4px' }}>
<input
type="number"
value={v2x}
step={meta.step ?? 0.01}
onChange={(e) => onChange([parseFloat(e.target.value) || 0, v2y])}
style={{ ...inputStyle, width: '50px' }}
/>
<input
type="number"
value={v2y}
step={meta.step ?? 0.01}
onChange={(e) => onChange([v2x, parseFloat(e.target.value) || 0])}
style={{ ...inputStyle, width: '50px' }}
/>
</div>
);
case 'vec3':
const v3 = Array.isArray(value) ? value : [0, 0, 0];
return (
<div style={{ display: 'flex', gap: '4px' }}>
{[0, 1, 2].map(i => (
<input
key={i}
type="number"
value={v3[i]}
step={meta.step ?? 0.01}
onChange={(e) => {
const newVal = [...v3];
newVal[i] = parseFloat(e.target.value) || 0;
onChange(newVal);
}}
style={{ ...inputStyle, width: '40px' }}
/>
))}
</div>
);
case 'vec4':
const v4 = Array.isArray(value) ? value : [0, 0, 0, 0];
return (
<div style={{ display: 'flex', gap: '4px' }}>
{[0, 1, 2, 3].map(i => (
<input
key={i}
type="number"
value={v4[i]}
step={meta.step ?? 0.01}
onChange={(e) => {
const newVal = [...v4];
newVal[i] = parseFloat(e.target.value) || 0;
onChange(newVal);
}}
style={{ ...inputStyle, width: '35px' }}
/>
))}
</div>
);
case 'color':
const c = Array.isArray(value) ? value : [1, 1, 1, 1];
const cr = c[0] ?? 1;
const cg = c[1] ?? 1;
const cb = c[2] ?? 1;
const ca = c[3] ?? 1;
const hexColor = `#${Math.round(cr * 255).toString(16).padStart(2, '0')}${Math.round(cg * 255).toString(16).padStart(2, '0')}${Math.round(cb * 255).toString(16).padStart(2, '0')}`;
return (
<div style={{ display: 'flex', gap: '4px', alignItems: 'center' }}>
<input
type="color"
value={hexColor}
onChange={(e) => {
const hex = e.target.value;
const r = parseInt(hex.slice(1, 3), 16) / 255;
const g = parseInt(hex.slice(3, 5), 16) / 255;
const b = parseInt(hex.slice(5, 7), 16) / 255;
onChange([r, g, b, ca]);
}}
style={{ width: '24px', height: '20px', padding: 0, border: 'none' }}
/>
<input
type="number"
value={ca}
min={0}
max={1}
step={0.01}
onChange={(e) => onChange([cr, cg, cb, parseFloat(e.target.value) || 1])}
style={{ ...inputStyle, width: '40px' }}
title="Alpha"
/>
</div>
);
default:
return <span style={{ color: '#666' }}>Unsupported type: {meta.type}</span>;
}
};
return (
<div style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
padding: '3px 0',
borderBottom: '1px solid #333'
}}>
<span style={{ color: '#aaa' }} title={meta.tooltip}>
{displayName}
</span>
{renderInput()}
</div>
);
};
export default MaterialPropertiesEditor;

View File

@@ -0,0 +1,6 @@
/**
* Material Inspector components.
* 材质 Inspector 组件。
*/
export { MaterialPropertiesEditor } from './MaterialPropertiesEditor';

View File

@@ -2,7 +2,7 @@ import { useState, useEffect, useCallback, useRef } from 'react';
import { Folder, File as FileIcon, Image as ImageIcon, Clock, HardDrive, Settings2, Grid3X3 } from 'lucide-react';
import { convertFileSrc } from '@tauri-apps/api/core';
import { Core } from '@esengine/ecs-framework';
import { AssetRegistryService } from '@esengine/editor-core';
import { AssetRegistryService, MessageHub } from '@esengine/editor-core';
import type { ISpriteSettings } from '@esengine/asset-system-editor';
import { EngineService } from '../../../services/EngineService';
import { AssetFileInfo } from '../types';
@@ -315,6 +315,18 @@ export function AssetFileInspector({ fileInfo, content, isImage }: AssetFileInsp
setSpriteSettings(newSettings);
console.log(`[AssetFileInspector] Updated sprite settings for ${fileInfo.name}:`, newSettings);
// 通知 EngineService 同步资产数据库(以便渲染系统获取最新的九宫格设置)
// Notify EngineService to sync asset database (so render systems get latest sprite settings)
const messageHub = Core.services.tryResolve(MessageHub);
if (messageHub) {
messageHub.publish('assets:changed', {
type: 'modify',
path: fileInfo.path,
relativePath: assetRegistry.absoluteToRelative(fileInfo.path) || fileInfo.path,
guid: meta.guid
});
}
} catch (error) {
console.error('Failed to update sprite settings:', error);
} finally {