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

@@ -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>;
}