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