feat(engine-core): 添加统一输入系统 (#282)
* perf(core): 优化 EntitySystem 迭代性能,添加 CommandBuffer 延迟命令
ReactiveQuery 快照优化:
- 添加快照机制,避免每帧拷贝数组
- 只在实体列表变化时创建新快照
- 静态场景下多个系统共享同一快照
CommandBuffer 延迟命令系统:
- 支持延迟添加/移除组件、销毁实体、设置实体激活状态
- 每个系统拥有独立的 commands 属性
- 命令在帧末统一执行,避免迭代过程中修改实体列表
Scene 更新:
- 在 lateUpdate 后自动刷新所有系统的命令缓冲区
文档:
- 更新系统文档,添加 CommandBuffer 使用说明
* fix(ci): upgrade first-interaction action to v1.3.0
Fix Docker build failure in welcome workflow.
* fix(ci): upgrade pnpm/action-setup to v4 and fix unused import
- Upgrade pnpm/action-setup@v2 to v4 in all workflow files
- Remove unused CommandType import in CommandBuffer.test.ts
* fix(ci): remove duplicate pnpm version specification
* feat(engine-core): 添加统一输入系统
添加完整的输入系统,支持平台抽象:
- IPlatformInputSubsystem: 扩展接口支持键盘/鼠标/滚轮事件
- WebInputSubsystem: 浏览器实现,支持事件绑定/解绑
- InputManager: 全局输入状态管理器(键盘、鼠标、触摸)
- InputSystem: ECS 系统,连接平台事件到 InputManager
- GameRuntime 集成: 自动创建 InputSystem 并绑定平台子系统
使用方式:
```typescript
import { Input, MouseButton } from '@esengine/engine-core';
if (Input.isKeyDown('KeyW')) { /* 移动 */ }
if (Input.isKeyJustPressed('Space')) { /* 跳跃 */ }
if (Input.isMouseButtonDown(MouseButton.Left)) { /* 射击 */ }
```
* fix(runtime-core): 添加缺失的 platform-common 依赖
* fix(runtime-core): 移除 platform-web 依赖避免循环依赖
* fix(runtime-core): 使用工厂函数注入 InputSubsystem 避免循环依赖
- BrowserPlatformAdapter 通过 inputSubsystemFactory 配置接收输入子系统
- 在 IPlatformInputSubsystem 接口添加可选的 dispose 方法
- 移除对 @esengine/platform-web 的直接依赖
This commit is contained in:
@@ -8,7 +8,7 @@
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import { Core, Scene, SceneSerializer, HierarchySystem } from '@esengine/ecs-framework';
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import { EngineBridge, EngineRenderSystem, CameraSystem } from '@esengine/ecs-engine-bindgen';
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import { TransformComponent, TransformSystem } from '@esengine/engine-core';
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import { TransformComponent, TransformSystem, InputSystem, Input } from '@esengine/engine-core';
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import { AssetManager, EngineIntegration } from '@esengine/asset-system';
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import {
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runtimePluginManager,
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@@ -77,6 +77,7 @@ export class GameRuntime {
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private _scene: Scene | null = null;
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private _renderSystem: EngineRenderSystem | null = null;
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private _cameraSystem: CameraSystem | null = null;
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private _inputSystem: InputSystem | null = null;
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private _assetManager: AssetManager | null = null;
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private _engineIntegration: EngineIntegration | null = null;
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private _projectConfig: ProjectConfig;
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@@ -228,6 +229,19 @@ export class GameRuntime {
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this._scene.addSystem(new HierarchySystem());
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this._scene.addSystem(new TransformSystem());
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// 7. 添加输入系统(最先更新,以便其他系统可以读取输入状态)
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// Add input system (updates first so other systems can read input state)
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this._inputSystem = new InputSystem({
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disableInEditor: true // 编辑器模式下禁用,避免与编辑器输入冲突
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});
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this._scene.addSystem(this._inputSystem);
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// 设置平台输入子系统 | Set platform input subsystem
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const inputSubsystem = this._platform.getInputSubsystem?.();
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if (inputSubsystem) {
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this._inputSystem.setInputSubsystem(inputSubsystem);
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}
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this._cameraSystem = new CameraSystem(this._bridge);
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this._scene.addSystem(this._cameraSystem);
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@@ -257,7 +271,9 @@ export class GameRuntime {
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isEditor: this._platform.isEditorMode(),
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engineBridge: this._bridge,
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renderSystem: this._renderSystem,
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assetManager: this._assetManager
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assetManager: this._assetManager,
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inputSystem: this._inputSystem,
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inputManager: Input
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};
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// 11. 让插件创建系统(编辑器模式下跳过,由 EngineService.initializeModuleSystems 处理)
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@@ -845,6 +861,7 @@ export class GameRuntime {
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this._renderSystem = null;
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this._cameraSystem = null;
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this._inputSystem = null;
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this._systemContext = null;
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this._platform.dispose();
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