feat: 添加跨平台运行时、资产系统和UI适配功能 (#256)
* feat(platform-common): 添加WASM加载器和环境检测API * feat(rapier2d): 新增Rapier2D WASM绑定包 * feat(physics-rapier2d): 添加跨平台WASM加载器 * feat(asset-system): 添加运行时资产目录和bundle格式 * feat(asset-system-editor): 新增编辑器资产管理包 * feat(editor-core): 添加构建系统和模块管理 * feat(editor-app): 重构浏览器预览使用import maps * feat(platform-web): 添加BrowserRuntime和资产读取 * feat(engine): 添加材质系统和着色器管理 * feat(material): 新增材质系统和着色器编辑器 * feat(tilemap): 增强tilemap编辑器和动画系统 * feat(modules): 添加module.json配置 * feat(core): 添加module.json和类型定义更新 * chore: 更新依赖和构建配置 * refactor(plugins): 更新插件模板使用ModuleManifest * chore: 添加第三方依赖库 * chore: 移除BehaviourTree-ai和ecs-astar子模块 * docs: 更新README和文档主题样式 * fix: 修复Rust文档测试和添加rapier2d WASM绑定 * fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题 * feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea) * fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖 * fix: 添加缺失的包依赖修复CI构建 * fix: 修复CodeQL检测到的代码问题 * fix: 修复构建错误和缺失依赖 * fix: 修复类型检查错误 * fix(material-system): 修复tsconfig配置支持TypeScript项目引用 * fix(editor-core): 修复Rollup构建配置添加tauri external * fix: 修复CodeQL检测到的代码问题 * fix: 修复CodeQL检测到的代码问题
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@@ -65,8 +65,8 @@ export class EngineIntegration {
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* Load texture for component
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* 为组件加载纹理
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*
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* 统一的路径解析入口:相对路径会被转换为 Tauri 可用的 asset:// URL
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* Unified path resolution entry: relative paths will be converted to Tauri-compatible asset:// URLs
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* AssetManager 内部会处理路径解析,这里只需传入原始路径。
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* AssetManager handles path resolution internally, just pass the original path here.
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*/
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async loadTextureForComponent(texturePath: string): Promise<number> {
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// 检查缓存(使用原始路径作为键)
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@@ -76,19 +76,18 @@ export class EngineIntegration {
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return existingId;
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}
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// 使用 globalPathResolver 转换路径
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// Use globalPathResolver to transform the path
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const resolvedPath = globalPathResolver.resolve(texturePath);
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// 通过资产系统加载(使用解析后的路径)
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// Load through asset system (using resolved path)
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const result = await this._assetManager.loadAssetByPath<ITextureAsset>(resolvedPath);
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// 通过资产系统加载(AssetManager 内部会解析路径)
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// Load through asset system (AssetManager resolves path internally)
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const result = await this._assetManager.loadAssetByPath<ITextureAsset>(texturePath);
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const textureAsset = result.asset;
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// 如果有引擎桥接,上传到GPU(使用解析后的路径)
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// Upload to GPU if bridge exists (using resolved path)
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// 如果有引擎桥接,上传到GPU
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// Upload to GPU if bridge exists
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// 使用 globalPathResolver 将路径转换为引擎可用的 URL
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// Use globalPathResolver to convert path to engine-compatible URL
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if (this._engineBridge && textureAsset.data) {
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await this._engineBridge.loadTexture(textureAsset.textureId, resolvedPath);
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const engineUrl = globalPathResolver.resolve(texturePath);
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await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl);
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}
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// 缓存映射(使用原始路径作为键,避免重复解析)
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