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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55
packages/material-editor/src/stores/MaterialEditorStore.ts
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55
packages/material-editor/src/stores/MaterialEditorStore.ts
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import { create } from 'zustand';
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import { BlendMode, type MaterialDefinition } from '@esengine/material-system';
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export interface MaterialEditorState {
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currentFilePath: string | null;
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pendingFilePath: string | null;
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materialData: MaterialDefinition | null;
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isDirty: boolean;
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isLoading: boolean;
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setPendingFilePath: (path: string | null) => void;
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setCurrentFilePath: (path: string | null) => void;
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setMaterialData: (data: MaterialDefinition | null) => void;
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setDirty: (dirty: boolean) => void;
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setLoading: (loading: boolean) => void;
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updateMaterialProperty: <K extends keyof MaterialDefinition>(key: K, value: MaterialDefinition[K]) => void;
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reset: () => void;
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}
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const initialState = {
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currentFilePath: null,
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pendingFilePath: null,
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materialData: null,
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isDirty: false,
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isLoading: false,
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};
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export const useMaterialEditorStore = create<MaterialEditorState>((set) => ({
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...initialState,
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setPendingFilePath: (path) => set({ pendingFilePath: path }),
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setCurrentFilePath: (path) => set({ currentFilePath: path }),
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setMaterialData: (data) => set({ materialData: data, isDirty: false }),
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setDirty: (dirty) => set({ isDirty: dirty }),
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setLoading: (loading) => set({ isLoading: loading }),
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updateMaterialProperty: (key, value) => set((state) => {
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if (!state.materialData) return state;
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return {
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materialData: { ...state.materialData, [key]: value },
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isDirty: true,
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};
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}),
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reset: () => set(initialState),
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}));
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export function createDefaultMaterialData(name: string = 'New Material'): MaterialDefinition {
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return {
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name,
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shader: 0,
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blendMode: BlendMode.Alpha,
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uniforms: {},
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};
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}
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