refactor(platform): 平台适配层优化
- BrowserRuntime 改进 - 新增 RuntimeSceneManager 服务 - 导出优化
This commit is contained in:
@@ -16,7 +16,10 @@ import {
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BrowserPlatformAdapter,
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runtimePluginManager,
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BrowserFileSystemService,
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type IPlugin
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RuntimeSceneManager,
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RuntimeSceneManagerToken,
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type IPlugin,
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type IRuntimeSceneManager
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} from '@esengine/runtime-core';
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import { isValidGUID, type IAssetManager } from '@esengine/asset-system';
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import { BrowserAssetReader } from './BrowserAssetReader';
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@@ -55,6 +58,7 @@ export class BrowserRuntime {
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private _assetBaseUrl: string;
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private _fileSystem: BrowserFileSystemService | null = null;
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private _assetReader: BrowserAssetReader | null = null;
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private _sceneManager: RuntimeSceneManager | null = null;
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private _initialized = false;
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constructor(config: RuntimeConfig) {
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@@ -164,10 +168,60 @@ export class BrowserRuntime {
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// 为渲染系统设置资产路径解析器
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this._setupAssetPathResolver();
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// Initialize scene manager
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// 初始化场景管理器
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this._initializeSceneManager();
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this._initialized = true;
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console.log('[Runtime] Initialized');
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}
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/**
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* Initialize the runtime scene manager
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* 初始化运行时场景管理器
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*/
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private _initializeSceneManager(): void {
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if (!this._runtime) return;
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// Create scene manager with scene loader
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// 使用场景加载器创建场景管理器
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this._sceneManager = new RuntimeSceneManager(
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(url: string) => this._runtime!.loadSceneFromUrl(url),
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'./scenes'
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);
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// Auto-discover scenes from catalog
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// 从目录自动发现场景
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// scenes 是运行时扩展字段,不在 IAssetCatalog 接口中
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// scenes is a runtime extension field, not in IAssetCatalog interface
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const catalog = this._fileSystem?.catalog as { scenes?: Array<{ name: string; path: string }> } | null;
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if (catalog?.scenes) {
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const scenes = catalog.scenes.map((scene) => ({
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name: scene.name,
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path: `./scenes/${scene.name}.ecs`
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}));
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this._sceneManager.registerScenes(scenes);
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}
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// Register scene manager as a service
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// 注册场景管理器为服务
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const serviceRegistry = this._runtime.getServiceRegistry();
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if (serviceRegistry) {
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serviceRegistry.register(RuntimeSceneManagerToken, this._sceneManager);
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}
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// Also register in Core.services for global access (systems can access it)
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// 同时注册到 Core.services 供全局访问(系统可以访问)
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// RuntimeSceneManager 实现了 IService 接口(有 dispose 方法)
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// RuntimeSceneManager implements IService interface (has dispose method)
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const GlobalSceneManagerKey = Symbol.for('@esengine/service:runtimeSceneManager');
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if (!Core.services.isRegistered(GlobalSceneManagerKey)) {
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Core.services.registerInstance(GlobalSceneManagerKey, this._sceneManager);
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}
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console.log('[Runtime] Scene manager initialized');
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}
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/**
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* Set up asset path resolver for the render system
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* 为渲染系统设置资产路径解析器
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@@ -226,12 +280,21 @@ export class BrowserRuntime {
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/**
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* Load a scene from URL
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* 从 URL 加载场景
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*
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* @param sceneUrl 场景 URL 或名称 | Scene URL or name
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*/
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async loadScene(sceneUrl: string): Promise<void> {
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if (!this._runtime) {
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throw new Error('Runtime not initialized. Call initialize() first.');
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}
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await this._runtime.loadSceneFromUrl(sceneUrl);
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// Use scene manager if available for proper tracking
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// 如果可用,使用场景管理器进行正确跟踪
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if (this._sceneManager) {
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await this._sceneManager.loadSceneByPath(sceneUrl);
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} else {
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await this._runtime.loadSceneFromUrl(sceneUrl);
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}
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}
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/**
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@@ -287,6 +350,33 @@ export class BrowserRuntime {
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return this._runtime?.assetManager ?? null;
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}
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/**
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* Get the scene manager
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* 获取场景管理器
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*
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* Use this to load scenes, check available scenes, and listen to scene events.
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* 使用它来加载场景、检查可用场景和监听场景事件。
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*
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* @example
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* ```typescript
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* // Load a scene by name
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* await runtime.sceneManager?.loadScene('Level1');
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*
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* // Get list of available scenes
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* const scenes = runtime.sceneManager?.availableScenes;
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*
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* // Listen to scene load events
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* runtime.sceneManager?.onLoadComplete((sceneName) => {
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* console.log(`Scene loaded: ${sceneName}`);
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* });
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* ```
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*
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* @returns The scene manager instance, or null if not initialized
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*/
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get sceneManager(): IRuntimeSceneManager | null {
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return this._sceneManager;
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}
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/**
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* Check if runtime is initialized
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* 检查运行时是否已初始化
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@@ -27,6 +27,16 @@ export { default } from './BrowserRuntime';
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// Asset reader
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export { BrowserAssetReader } from './BrowserAssetReader';
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// Re-export scene manager for convenience
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// 重新导出场景管理器以方便使用
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export {
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RuntimeSceneManager,
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RuntimeSceneManagerToken,
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type IRuntimeSceneManager,
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type SceneInfo,
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type SceneLoadOptions
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} from '@esengine/runtime-core';
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// ============================================
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// Web Platform Subsystems
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// ============================================
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@@ -73,6 +73,16 @@ export {
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type BrowserFileSystemOptions
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} from './services/BrowserFileSystemService';
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// Runtime Scene Manager
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export {
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RuntimeSceneManager,
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RuntimeSceneManagerToken,
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type IRuntimeSceneManager,
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type SceneInfo,
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type SceneLoadOptions,
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type SceneLoader
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} from './services/RuntimeSceneManager';
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// Re-export catalog types from asset-system (canonical source)
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// 从 asset-system 重新导出目录类型(规范来源)
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export type {
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391
packages/runtime-core/src/services/RuntimeSceneManager.ts
Normal file
391
packages/runtime-core/src/services/RuntimeSceneManager.ts
Normal file
@@ -0,0 +1,391 @@
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/**
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* 运行时场景管理器
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* Runtime Scene Manager
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*
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* 提供场景加载和切换 API,供用户脚本使用
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* Provides scene loading and transition API for user scripts
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*
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* @example
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* ```typescript
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* // 在用户脚本中获取场景管理器
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* // Get scene manager in user script
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* const sceneManager = services.get(RuntimeSceneManagerToken);
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*
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* // 加载场景(按名称)
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* // Load scene by name
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* await sceneManager.loadScene('GameScene');
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*
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* // 加载场景(按路径)
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* // Load scene by path
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* await sceneManager.loadSceneByPath('./scenes/Level1.ecs');
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* ```
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*/
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import { createServiceToken } from '@esengine/ecs-framework';
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/**
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* 场景信息
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* Scene info
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*/
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export interface SceneInfo {
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/** 场景名称 | Scene name */
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name: string;
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/** 场景路径(相对于构建输出目录)| Scene path (relative to build output) */
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path: string;
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}
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/**
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* 场景加载选项
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* Scene load options
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*/
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export interface SceneLoadOptions {
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/**
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* 是否显示加载界面
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* Whether to show loading screen
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*/
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showLoading?: boolean;
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/**
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* 过渡效果类型
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* Transition effect type
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*/
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transition?: 'none' | 'fade' | 'slide';
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/**
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* 过渡持续时间(毫秒)
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* Transition duration in milliseconds
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*/
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transitionDuration?: number;
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}
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/**
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* 场景加载器函数类型
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* Scene loader function type
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*/
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export type SceneLoader = (url: string) => Promise<void>;
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/**
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* 运行时场景管理器接口
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* Runtime Scene Manager Interface
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*
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* 继承 IService 的 dispose 模式以兼容 ServiceContainer。
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* Follows IService dispose pattern for ServiceContainer compatibility.
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*/
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export interface IRuntimeSceneManager {
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/**
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* 获取当前场景名称
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* Get current scene name
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*/
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readonly currentSceneName: string | null;
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/**
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* 获取可用场景列表
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* Get available scene list
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*/
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readonly availableScenes: readonly SceneInfo[];
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/**
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* 是否正在加载场景
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* Whether a scene is currently loading
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*/
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readonly isLoading: boolean;
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/**
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* 注册可用场景
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* Register available scenes
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*/
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registerScenes(scenes: SceneInfo[]): void;
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/**
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* 按名称加载场景
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* Load scene by name
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*/
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loadScene(sceneName: string, options?: SceneLoadOptions): Promise<void>;
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/**
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* 按路径加载场景
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* Load scene by path
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*/
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loadSceneByPath(path: string, options?: SceneLoadOptions): Promise<void>;
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/**
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* 重新加载当前场景
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* Reload current scene
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*/
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reloadCurrentScene(options?: SceneLoadOptions): Promise<void>;
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/**
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* 添加场景加载开始监听器
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* Add scene load start listener
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*/
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onLoadStart(callback: (sceneName: string) => void): () => void;
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/**
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* 添加场景加载完成监听器
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* Add scene load complete listener
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*/
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onLoadComplete(callback: (sceneName: string) => void): () => void;
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/**
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* 添加场景加载错误监听器
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* Add scene load error listener
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*/
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onLoadError(callback: (error: Error, sceneName: string) => void): () => void;
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/**
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* 释放资源(IService 兼容)
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* Dispose resources (IService compatible)
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*/
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dispose(): void;
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}
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/**
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* 运行时场景管理器服务令牌
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* Runtime Scene Manager Service Token
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*/
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export const RuntimeSceneManagerToken = createServiceToken<IRuntimeSceneManager>('runtimeSceneManager');
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/**
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* 运行时场景管理器实现
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* Runtime Scene Manager Implementation
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*
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* 实现 IService 接口以兼容 ServiceContainer。
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* Implements IService for ServiceContainer compatibility.
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*/
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export class RuntimeSceneManager implements IRuntimeSceneManager {
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private _scenes = new Map<string, SceneInfo>();
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private _currentSceneName: string | null = null;
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private _currentScenePath: string | null = null;
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private _isLoading = false;
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private _sceneLoader: SceneLoader | null = null;
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private _baseUrl: string;
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private _disposed = false;
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// 事件监听器 | Event listeners
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private _loadStartListeners = new Set<(sceneName: string) => void>();
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private _loadCompleteListeners = new Set<(sceneName: string) => void>();
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private _loadErrorListeners = new Set<(error: Error, sceneName: string) => void>();
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/**
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* 创建运行时场景管理器
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* Create runtime scene manager
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*
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* @param sceneLoader 场景加载函数 | Scene loader function
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* @param baseUrl 场景文件基础 URL | Scene files base URL
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*/
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constructor(sceneLoader: SceneLoader, baseUrl: string = './scenes') {
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this._sceneLoader = sceneLoader;
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this._baseUrl = baseUrl;
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}
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get currentSceneName(): string | null {
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return this._currentSceneName;
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}
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get availableScenes(): readonly SceneInfo[] {
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return Array.from(this._scenes.values());
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}
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get isLoading(): boolean {
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return this._isLoading;
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}
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/**
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* 设置场景加载器
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* Set scene loader
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*/
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setSceneLoader(loader: SceneLoader): void {
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this._sceneLoader = loader;
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}
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/**
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* 设置基础 URL
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* Set base URL
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*/
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setBaseUrl(baseUrl: string): void {
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this._baseUrl = baseUrl;
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}
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registerScenes(scenes: SceneInfo[]): void {
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for (const scene of scenes) {
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this._scenes.set(scene.name, scene);
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}
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}
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/**
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* 从目录或配置自动发现场景
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* Auto-discover scenes from catalog or config
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*/
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registerScenesFromCatalog(
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catalog: { scenes?: Array<{ name: string; path: string }> }
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): void {
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if (catalog.scenes) {
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this.registerScenes(catalog.scenes);
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}
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}
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async loadScene(sceneName: string, options?: SceneLoadOptions): Promise<void> {
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const sceneInfo = this._scenes.get(sceneName);
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if (!sceneInfo) {
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// 尝试使用场景名作为路径
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// Try using scene name as path
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const guessedPath = `${this._baseUrl}/${sceneName}.ecs`;
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return this.loadSceneByPath(guessedPath, options);
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}
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return this.loadSceneByPath(sceneInfo.path, options);
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}
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async loadSceneByPath(path: string, options?: SceneLoadOptions): Promise<void> {
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if (!this._sceneLoader) {
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throw new Error('[RuntimeSceneManager] Scene loader not set');
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}
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if (this._isLoading) {
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console.warn('[RuntimeSceneManager] Scene is already loading, ignoring request');
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return;
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}
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// 构建完整 URL | Build full URL
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// Check if path is already absolute (http, relative ./, Unix /, or Windows drive letter)
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// 检查路径是否已经是绝对路径(http、相对 ./、Unix /、或 Windows 驱动器号)
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let fullPath = path;
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const isAbsolutePath = path.startsWith('http') ||
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path.startsWith('./') ||
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path.startsWith('/') ||
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(path.length > 1 && path[1] === ':'); // Windows absolute path like C:\ or F:\
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if (!isAbsolutePath) {
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fullPath = `${this._baseUrl}/${path}`;
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}
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// 提取场景名称 | Extract scene name
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const sceneName = this._extractSceneName(path);
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this._isLoading = true;
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this._notifyLoadStart(sceneName);
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try {
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// TODO: 实现过渡效果 | TODO: Implement transition effects
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// if (options?.transition && options.transition !== 'none') {
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// await this._startTransition(options.transition, options.transitionDuration);
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// }
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await this._sceneLoader(fullPath);
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this._currentSceneName = sceneName;
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this._currentScenePath = fullPath;
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this._isLoading = false;
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this._notifyLoadComplete(sceneName);
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console.log(`[RuntimeSceneManager] Scene loaded: ${sceneName}`);
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} catch (error) {
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this._isLoading = false;
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const err = error instanceof Error ? error : new Error(String(error));
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this._notifyLoadError(err, sceneName);
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throw err;
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}
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}
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async reloadCurrentScene(options?: SceneLoadOptions): Promise<void> {
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if (!this._currentScenePath) {
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throw new Error('[RuntimeSceneManager] No current scene to reload');
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}
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return this.loadSceneByPath(this._currentScenePath, options);
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}
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onLoadStart(callback: (sceneName: string) => void): () => void {
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this._loadStartListeners.add(callback);
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return () => this._loadStartListeners.delete(callback);
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}
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onLoadComplete(callback: (sceneName: string) => void): () => void {
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this._loadCompleteListeners.add(callback);
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return () => this._loadCompleteListeners.delete(callback);
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}
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onLoadError(callback: (error: Error, sceneName: string) => void): () => void {
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this._loadErrorListeners.add(callback);
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return () => this._loadErrorListeners.delete(callback);
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}
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/**
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* 检查场景是否已注册
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* Check if scene is registered
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*/
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hasScene(sceneName: string): boolean {
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return this._scenes.has(sceneName);
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}
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/**
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* 获取场景路径
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* Get scene path
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*/
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getScenePath(sceneName: string): string | null {
|
||||
return this._scenes.get(sceneName)?.path ?? null;
|
||||
}
|
||||
|
||||
// ==================== 私有方法 | Private Methods ====================
|
||||
|
||||
private _extractSceneName(path: string): string {
|
||||
// 从路径中提取场景名称 | Extract scene name from path
|
||||
// ./scenes/Level1.ecs -> Level1
|
||||
// scenes/GameScene.ecs -> GameScene
|
||||
const fileName = path.split('/').pop() || path;
|
||||
return fileName.replace(/\.ecs$/, '');
|
||||
}
|
||||
|
||||
private _notifyLoadStart(sceneName: string): void {
|
||||
for (const listener of this._loadStartListeners) {
|
||||
try {
|
||||
listener(sceneName);
|
||||
} catch (e) {
|
||||
console.error('[RuntimeSceneManager] Error in load start listener:', e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _notifyLoadComplete(sceneName: string): void {
|
||||
for (const listener of this._loadCompleteListeners) {
|
||||
try {
|
||||
listener(sceneName);
|
||||
} catch (e) {
|
||||
console.error('[RuntimeSceneManager] Error in load complete listener:', e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _notifyLoadError(error: Error, sceneName: string): void {
|
||||
for (const listener of this._loadErrorListeners) {
|
||||
try {
|
||||
listener(error, sceneName);
|
||||
} catch (e) {
|
||||
console.error('[RuntimeSceneManager] Error in load error listener:', e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== IService 实现 | IService Implementation ====================
|
||||
|
||||
/**
|
||||
* 释放资源
|
||||
* Dispose resources
|
||||
*
|
||||
* 实现 IService 接口,清理所有监听器和状态。
|
||||
* Implements IService interface, cleans up all listeners and state.
|
||||
*/
|
||||
dispose(): void {
|
||||
if (this._disposed) return;
|
||||
|
||||
this._loadStartListeners.clear();
|
||||
this._loadCompleteListeners.clear();
|
||||
this._loadErrorListeners.clear();
|
||||
this._scenes.clear();
|
||||
this._sceneLoader = null;
|
||||
this._currentSceneName = null;
|
||||
this._currentScenePath = null;
|
||||
this._disposed = true;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user