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

@@ -18,7 +18,7 @@ import {
BrowserFileSystemService,
type IPlugin
} from '@esengine/runtime-core';
import type { IAssetManager } from '@esengine/asset-system';
import { assetManager as globalAssetManager, type IAssetManager, type IAssetCatalog, type IAssetCatalogEntry } from '@esengine/asset-system';
import { BrowserAssetReader } from './BrowserAssetReader';
/**
@@ -133,9 +133,50 @@ export class BrowserRuntime {
Core.services.registerInstance(IFileSystemServiceKey, this._fileSystem);
}
// Set asset reader for AssetManager
if (this._runtime.assetManager && this._assetReader) {
this._runtime.assetManager.setReader(this._assetReader);
// Set asset reader for AssetManager (both runtime instance and global singleton)
// 设置资产读取器(运行时实例和全局单例)
if (this._assetReader) {
// Initialize the GLOBAL assetManager singleton (used by particle and other modules)
// 初始化全局 assetManager 单例(被 particle 等模块使用)
globalAssetManager.setReader(this._assetReader);
// Also set for runtime's assetManager if available
if (this._runtime.assetManager) {
this._runtime.assetManager.setReader(this._assetReader);
}
// Initialize AssetManager with catalog data from BrowserFileSystemService
// 使用 BrowserFileSystemService 的 catalog 数据初始化 AssetManager
if (this._fileSystem?.catalog) {
const browserCatalog = this._fileSystem.catalog;
const assetCatalog: IAssetCatalog = {
version: browserCatalog.version,
createdAt: browserCatalog.createdAt,
entries: new Map<string, IAssetCatalogEntry>(),
bundles: new Map()
};
// Convert browser catalog entries to IAssetCatalog format
// 将浏览器 catalog 条目转换为 IAssetCatalog 格式
for (const [guid, entry] of Object.entries(browserCatalog.entries)) {
assetCatalog.entries.set(guid, {
guid: entry.guid,
path: entry.path,
type: entry.type,
size: entry.size,
hash: entry.hash
});
}
// Initialize GLOBAL assetManager singleton (this is what particle module uses)
// 初始化全局 assetManager 单例particle 模块使用的就是这个)
globalAssetManager.initializeFromCatalog(assetCatalog);
// Also initialize runtime's assetManager if available
if (this._runtime.assetManager) {
this._runtime.assetManager.initializeFromCatalog(assetCatalog);
}
}
}
// Disable editor mode (hides grid, gizmos, axis indicator)