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

@@ -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;
}