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