fix(particle): 修复粒子系统在浏览器预览中的资产加载和渲染 (#290)

* fix(editor): 修复粒子实体创建和优化检视器

- 添加 effects 分类到右键菜单,修复粒子实体无法创建的问题
- 添加粒子效果的本地化标签
- 简化粒子组件检视器,优先显示资产文件选择
- 高级属性只在未选择资产时显示,且默认折叠
- 添加可折叠的属性分组提升用户体验

* fix(particle): 修复粒子系统在浏览器预览中的资产加载和渲染

- 添加粒子 Gizmo 支持,显示发射形状并响应 Transform 缩放/旋转
- 修复资产热重载:添加 reloadAsset() 方法和 assets:refresh 事件监听
- 修复 VectorFieldEditors 数值输入精度(step 改为 0.01)
- 修复浏览器预览中粒子资产加载失败的问题:
  - 将相对路径转换为绝对路径以正确复制资产文件
  - 使用原始 GUID 而非生成的 GUID 构建 asset catalog
  - 初始化全局 assetManager 单例的 catalog 和 loader
  - 在 GameRuntime 的 systemContext 中添加 engineIntegration
- 公开 AssetManager.initializeFromCatalog 方法供运行时使用
This commit is contained in:
YHH
2025-12-07 01:00:35 +08:00
committed by GitHub
parent 1fb702169e
commit 568b327425
22 changed files with 1628 additions and 782 deletions

View File

@@ -106,6 +106,7 @@ export class ParticleRenderDataProvider implements IRenderDataProvider {
}
}
if (totalParticles === 0) return;
// 确保缓冲区足够大 | Ensure buffers are large enough
@@ -183,6 +184,11 @@ export class ParticleRenderDataProvider implements IRenderDataProvider {
}
if (particleIndex > 0) {
// 获取纹理路径(支持多种来源)| Get texture path (support multiple sources)
const firstComponent = systems[0]?.component;
const asset = firstComponent?.loadedAsset as { textureGuid?: string; texturePath?: string } | null;
const texPath = asset?.textureGuid || asset?.texturePath || firstComponent?.textureGuid || undefined;
// 创建当前组的渲染数据 | Create render data for current group
const renderData: ParticleProviderRenderData = {
transforms: this._transforms.subarray(0, particleIndex * 7),
@@ -191,7 +197,7 @@ export class ParticleRenderDataProvider implements IRenderDataProvider {
colors: this._colors.subarray(0, particleIndex),
tileCount: particleIndex,
sortingOrder,
texturePath: systems[0]?.component.textureGuid || undefined
texturePath: texPath
};
this._renderDataCache.push(renderData);