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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packages/engine-core/src/ModuleManifest.ts
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packages/engine-core/src/ModuleManifest.ts
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/**
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* Module Manifest Types.
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* 模块清单类型定义。
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*
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* This is the single source of truth for module/plugin configuration.
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* Each engine module should have a module.json file containing this information.
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* 这是模块/插件配置的唯一数据源。
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* 每个引擎模块应该有一个包含此信息的 module.json 文件。
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*/
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/**
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* Module category for organization in UI.
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* 用于 UI 组织的模块分类。
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*/
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export type ModuleCategory =
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| 'Core'
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| 'Rendering'
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| 'Physics'
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| 'AI'
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| 'Audio'
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| 'Networking'
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| 'Other';
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/**
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* Platform requirements for the module.
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* 模块的平台要求。
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*/
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export type ModulePlatform = 'web' | 'desktop' | 'mobile';
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/**
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* Module exports definition.
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* 模块导出定义。
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*/
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export interface ModuleExports {
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/** Exported component classes | 导出的组件类 */
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components?: string[];
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/** Exported system classes | 导出的系统类 */
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systems?: string[];
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/** Exported asset loaders | 导出的资源加载器 */
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loaders?: string[];
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/** Other exported items | 其他导出项 */
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other?: string[];
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}
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/**
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* Module manifest definition (Unified Plugin/Module config).
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* 模块清单定义(统一的插件/模块配置)。
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*
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* This interface matches the structure of module.json files.
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* 此接口匹配 module.json 文件的结构。
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*/
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export interface ModuleManifest {
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// ==================== Core Identifiers ====================
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/** Unique module identifier | 唯一模块标识符 */
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id: string;
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/** Package name (npm style) | 包名(npm 风格) */
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name: string;
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/** Display name for UI | UI 显示名称 */
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displayName: string;
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/** Module description | 模块描述 */
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description: string;
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/** Module version | 模块版本 */
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version: string;
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// ==================== Classification ====================
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/** Category for grouping in UI | UI 分组分类 */
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category: ModuleCategory;
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/** Tags for search and filtering | 用于搜索和过滤的标签 */
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tags?: string[];
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/** Icon name (Lucide icon) | 图标名(Lucide 图标) */
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icon?: string;
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// ==================== Lifecycle ====================
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/** Whether this is a core module (cannot be disabled) | 是否为核心模块(不能禁用) */
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isCore: boolean;
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/** Whether enabled by default in new projects | 新项目中是否默认启用 */
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defaultEnabled: boolean;
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/** Whether this is an engine built-in module | 是否为引擎内置模块 */
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isEngineModule?: boolean;
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// ==================== Content ====================
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/** Whether this module can contain content/assets | 是否可以包含内容/资源 */
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canContainContent?: boolean;
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/** Platform requirements | 平台要求 */
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platforms?: ModulePlatform[];
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// ==================== Dependencies ====================
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/** Module IDs this module depends on | 此模块依赖的模块 ID */
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dependencies: string[];
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/**
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* External package dependencies that need to be included in import map.
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* 需要包含在 import map 中的外部包依赖。
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*
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* These are runtime dependencies that are dynamically imported by the module.
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* 这些是模块动态导入的运行时依赖。
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*
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* Example: ["@esengine/rapier2d"]
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*/
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externalDependencies?: string[];
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// ==================== Exports ====================
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/** Exported items for dependency checking | 导出项用于依赖检查 */
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exports: ModuleExports;
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// ==================== Editor Integration ====================
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/**
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* Associated editor package name.
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* 关联的编辑器包名。
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* e.g., "@esengine/tilemap-editor" for "@esengine/tilemap"
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*/
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editorPackage?: string;
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// ==================== Performance (auto-calculated at build time) ====================
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// ==================== 性能(构建时自动计算) ====================
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/** JS bundle size in bytes | JS 包大小(字节) */
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jsSize?: number;
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/** Whether this module requires WASM | 是否需要 WASM */
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requiresWasm?: boolean;
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/** WASM file size in bytes | WASM 文件大小(字节) */
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wasmSize?: number;
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/**
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* WASM file paths relative to module's node_modules or package root.
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* WASM 文件路径,相对于模块的 node_modules 或包根目录。
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*
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* Can be glob patterns like "*.wasm" or specific paths.
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* 可以是 glob 模式如 "*.wasm" 或具体路径。
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*
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* Example: ["@dimforge/rapier2d-compat/*.wasm"]
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*/
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wasmPaths?: string[];
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/**
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* Runtime WASM path relative to game output root.
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* 运行时 WASM 路径,相对于游戏输出根目录。
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*
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* Build pipeline copies WASM to this location.
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* 构建管线将 WASM 复制到此位置。
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*
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* Example: "wasm/rapier_wasm2d_bg.wasm"
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*/
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runtimeWasmPath?: string;
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// ==================== Build Configuration ====================
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// ==================== 构建配置 ====================
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/**
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* Output path for the built module file.
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* 构建后模块文件的输出路径。
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*
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* Example: "dist/index.mjs"
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*/
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outputPath?: string;
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/**
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* Plugin export name for dynamic loading.
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* 用于动态加载的插件导出名。
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*
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* Example: "SpritePlugin"
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*/
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pluginExport?: string;
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/**
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* Additional files to include when copying module.
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* 复制模块时需要包含的额外文件。
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*
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* Glob patterns relative to the module's dist directory.
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* 相对于模块 dist 目录的 glob 模式。
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*
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* Example: ["chunk-*.js", "worker.js"]
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*/
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includes?: string[];
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}
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