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
This commit is contained in:
YHH
2025-12-03 22:15:22 +08:00
committed by GitHub
parent caf7622aa0
commit 63f006ab62
496 changed files with 77601 additions and 4067 deletions

View File

@@ -0,0 +1,45 @@
{
"id": "behavior-tree",
"name": "@esengine/behavior-tree",
"displayName": "Behavior Tree",
"description": "AI behavior tree system | AI 行为树系统",
"version": "1.0.0",
"category": "AI",
"icon": "GitBranch",
"tags": [
"ai",
"behavior",
"tree"
],
"isCore": false,
"defaultEnabled": false,
"isEngineModule": true,
"canContainContent": true,
"platforms": [
"web",
"desktop"
],
"dependencies": [
"core"
],
"exports": {
"components": [
"BehaviorTreeComponent"
],
"systems": [
"BehaviorTreeSystem"
],
"other": [
"BehaviorTree",
"BTNode",
"Selector",
"Sequence",
"Condition",
"Action"
]
},
"editorPackage": "@esengine/behavior-tree-editor",
"requiresWasm": false,
"outputPath": "dist/index.js",
"pluginExport": "BehaviorTreePlugin"
}

View File

@@ -1,6 +1,6 @@
import type { IScene, ServiceContainer } from '@esengine/ecs-framework';
import { ComponentRegistry, Core } from '@esengine/ecs-framework';
import type { IRuntimeModule, IPlugin, PluginDescriptor, SystemContext } from '@esengine/engine-core';
import type { IRuntimeModule, IPlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
import type { AssetManager } from '@esengine/asset-system';
import { BehaviorTreeRuntimeComponent } from './execution/BehaviorTreeRuntimeComponent';
@@ -39,7 +39,10 @@ class BehaviorTreeRuntimeModule implements IRuntimeModule {
this._loaderRegistered = true;
}
const behaviorTreeSystem = new BehaviorTreeExecutionSystem(Core);
// 使用 context 中的 services确保与调用方使用同一个 ServiceContainer 实例
// Use services from context to ensure same ServiceContainer instance as caller
const services = (btContext as any).services || Core.services;
const behaviorTreeSystem = new BehaviorTreeExecutionSystem(services);
if (btContext.assetManager) {
behaviorTreeSystem.setAssetManager(btContext.assetManager);
@@ -54,18 +57,25 @@ class BehaviorTreeRuntimeModule implements IRuntimeModule {
}
}
const descriptor: PluginDescriptor = {
id: '@esengine/behavior-tree',
name: 'Behavior Tree',
const manifest: ModuleManifest = {
id: 'behavior-tree',
name: '@esengine/behavior-tree',
displayName: 'Behavior Tree',
version: '1.0.0',
description: 'AI behavior tree system',
category: 'ai',
enabledByDefault: false,
isEnginePlugin: true
category: 'AI',
icon: 'GitBranch',
isCore: false,
defaultEnabled: false,
isEngineModule: true,
canContainContent: true,
dependencies: ['core'],
exports: { components: ['BehaviorTreeComponent'] },
editorPackage: '@esengine/behavior-tree-editor'
};
export const BehaviorTreePlugin: IPlugin = {
descriptor,
manifest,
runtimeModule: new BehaviorTreeRuntimeModule()
};

View File

@@ -1,4 +1,4 @@
import { EntitySystem, Matcher, Entity, Time, Core, ECSSystem } from '@esengine/ecs-framework';
import { EntitySystem, Matcher, Entity, Time, Core, ECSSystem, ServiceContainer } from '@esengine/ecs-framework';
import type { AssetManager } from '@esengine/asset-system';
import { BehaviorTreeRuntimeComponent } from './BehaviorTreeRuntimeComponent';
import { BehaviorTreeAssetManager } from './BehaviorTreeAssetManager';
@@ -6,6 +6,7 @@ import { NodeExecutorRegistry, NodeExecutionContext } from './NodeExecutor';
import { BehaviorTreeData, BehaviorNodeData } from './BehaviorTreeData';
import { TaskStatus } from '../Types/TaskStatus';
import { NodeMetadataRegistry } from './NodeMetadata';
import type { IBehaviorTreeAsset } from '../loaders/BehaviorTreeLoader';
import './Executors';
/**
@@ -17,14 +18,17 @@ import './Executors';
export class BehaviorTreeExecutionSystem extends EntitySystem {
private btAssetManager: BehaviorTreeAssetManager | null = null;
private executorRegistry: NodeExecutorRegistry;
private coreInstance: typeof Core | null = null;
private _services: ServiceContainer | null = null;
/** 引用 asset-system 的 AssetManager由 BehaviorTreeRuntimeModule 设置) */
private _assetManager: AssetManager | null = null;
constructor(coreInstance?: typeof Core) {
/** 已警告过的缺失资产,避免重复警告 */
private _warnedMissingAssets: Set<string> = new Set();
constructor(services?: ServiceContainer) {
super(Matcher.empty().all(BehaviorTreeRuntimeComponent));
this.coreInstance = coreInstance || null;
this._services = services || null;
this.executorRegistry = new NodeExecutorRegistry();
this.registerBuiltInExecutors();
}
@@ -121,12 +125,38 @@ export class BehaviorTreeExecutionSystem extends EntitySystem {
private getBTAssetManager(): BehaviorTreeAssetManager {
if (!this.btAssetManager) {
const core = this.coreInstance || Core;
this.btAssetManager = core.services.resolve(BehaviorTreeAssetManager);
// 优先使用传入的 services否则回退到全局 Core.services
// Prefer passed services, fallback to global Core.services
const services = this._services || Core.services;
if (!services) {
throw new Error('ServiceContainer is not available. Ensure Core.create() was called.');
}
this.btAssetManager = services.resolve(BehaviorTreeAssetManager);
}
return this.btAssetManager;
}
/**
* 获取行为树数据
* Get behavior tree data from AssetManager or BehaviorTreeAssetManager
*
* 优先从 AssetManager 获取(新方式),如果没有再从 BehaviorTreeAssetManager 获取(兼容旧方式)
*/
private getTreeData(assetIdOrPath: string): BehaviorTreeData | undefined {
// 1. 优先从 AssetManager 获取(如果已加载)
// First try AssetManager (preferred way)
if (this._assetManager) {
const cachedAsset = this._assetManager.getAssetByPath<IBehaviorTreeAsset>(assetIdOrPath);
if (cachedAsset?.data) {
return cachedAsset.data;
}
}
// 2. 回退到 BehaviorTreeAssetManager兼容旧方式
// Fallback to BehaviorTreeAssetManager (legacy support)
return this.getBTAssetManager().getAsset(assetIdOrPath);
}
/**
* 注册所有执行器(包括内置和插件提供的)
*/
@@ -158,9 +188,14 @@ export class BehaviorTreeExecutionSystem extends EntitySystem {
continue;
}
const treeData = this.getBTAssetManager().getAsset(runtime.treeAssetId);
const treeData = this.getTreeData(runtime.treeAssetId);
if (!treeData) {
this.logger.warn(`未找到行为树资产: ${runtime.treeAssetId}`);
// 只警告一次,避免每帧重复输出
// Only warn once to avoid repeated output every frame
if (!this._warnedMissingAssets.has(runtime.treeAssetId)) {
this._warnedMissingAssets.add(runtime.treeAssetId);
this.logger.warn(`未找到行为树资产: ${runtime.treeAssetId}`);
}
continue;
}

View File

@@ -7,9 +7,9 @@
import type {
IAssetLoader,
IAssetMetadata,
IAssetLoadOptions,
IAssetLoadResult
IAssetParseContext,
IAssetContent,
AssetContentType
} from '@esengine/asset-system';
import { Core } from '@esengine/ecs-framework';
import { BehaviorTreeData } from '../execution/BehaviorTreeData';
@@ -34,60 +34,38 @@ export interface IBehaviorTreeAsset {
export class BehaviorTreeLoader implements IAssetLoader<IBehaviorTreeAsset> {
readonly supportedType = BehaviorTreeAssetType;
readonly supportedExtensions = ['.btree'];
readonly contentType: AssetContentType = 'text';
/**
* 加载行为树资产
* Load behavior tree asset
* 从内容解析行为树资产
* Parse behavior tree asset from content
*/
async load(
path: string,
metadata: IAssetMetadata,
_options?: IAssetLoadOptions
): Promise<IAssetLoadResult<IBehaviorTreeAsset>> {
// 获取文件系统服务
const IFileSystemServiceKey = Symbol.for('IFileSystemService');
const fileSystem = Core.services.tryResolve(IFileSystemServiceKey) as IFileSystem | null;
if (!fileSystem) {
throw new Error('FileSystem service not available');
async parse(content: IAssetContent, context: IAssetParseContext): Promise<IBehaviorTreeAsset> {
if (!content.text) {
throw new Error('Behavior tree content is empty');
}
// 读取文件内容
const content = await fileSystem.readFile(path);
// 转换为运行时数据
const treeData = EditorToBehaviorTreeDataConverter.fromEditorJSON(content);
const treeData = EditorToBehaviorTreeDataConverter.fromEditorJSON(content.text);
// 使用文件路径作为 ID
treeData.id = path;
const assetPath = context.metadata.path;
treeData.id = assetPath;
// 注册到 BehaviorTreeAssetManager(保持兼容性)
// 同时注册到 BehaviorTreeAssetManager
// Also register to BehaviorTreeAssetManager for legacy code that uses it directly
// (e.g., loadFromEditorJSON, or code that doesn't use AssetManager)
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
if (btAssetManager) {
btAssetManager.loadAsset(treeData);
}
const asset: IBehaviorTreeAsset = {
data: treeData,
path
};
return {
asset,
handle: 0, // 由 AssetManager 分配
metadata,
loadTime: 0
data: treeData,
path: assetPath
};
}
/**
* 检查是否可以加载
* Check if can load this asset
*/
canLoad(path: string, _metadata: IAssetMetadata): boolean {
return path.endsWith('.btree');
}
/**
* 释放资产
* Dispose asset
@@ -100,11 +78,3 @@ export class BehaviorTreeLoader implements IAssetLoader<IBehaviorTreeAsset> {
}
}
}
/**
* 文件系统接口(简化版,仅用于类型)
*/
interface IFileSystem {
readFile(path: string): Promise<string>;
exists(path: string): Promise<boolean>;
}