fix(editor): 修复 Play/Stop 循环中的场景管理器和动态实体问题 (#307)

问题修复:
1. RuntimeSceneManager 在 Stop 后失效
   - 根因:SceneLoadTriggerSystem 闭包缓存了 sceneManager 引用
   - 修复:每次点击时动态从 Core.services 获取服务

2. Play 期间创建的动态实体(如 ClickFx 粒子)Stop 后残留
   - 根因:EntityList.removeAllEntities() 只清空 _entitiesToAdd 队列但没有销毁实体
   - 修复:先销毁待添加队列中的实体再清空

3. 场景切换后动态实体残留
   - 根因:editorSceneLoader 中 saveSceneSnapshot() 覆盖了初始快照
   - 修复:移除该调用,保持 Play 开始时的快照不被覆盖

架构改进:
- RuntimeSceneManager 新增 reset() 方法,区分会话重置和完全销毁
- Viewport 复用 RuntimeSceneManager 实例而非每次创建
- IRuntimeSceneManager 接口补充 setSceneLoader/setBaseUrl 方法
This commit is contained in:
YHH
2025-12-16 15:07:11 +08:00
committed by GitHub
parent a18eb5aa3c
commit 9e195ae3fd
4 changed files with 172 additions and 151 deletions

View File

@@ -4,24 +4,24 @@
*
* 处理 SceneLoadTriggerComponent绑定 UIInteractable 点击事件到场景加载。
* Processes SceneLoadTriggerComponent, binds UIInteractable click to scene loading.
*
* 设计说明 | Design Notes:
* - 每次点击时动态从服务容器获取 RuntimeSceneManager
* - 不缓存服务引用,避免 Play/Stop 切换时引用失效
* - Dynamically resolves RuntimeSceneManager from service container on each click
* - Avoids caching service references to handle Play/Stop lifecycle correctly
*/
import { Entity, EntitySystem, Matcher, ECSSystem, Core } from '@esengine/ecs-framework';
import { SceneLoadTriggerComponent } from '../components/SceneLoadTriggerComponent';
import { UIInteractableComponent } from '../components/UIInteractableComponent';
/**
* 场景加载函数类型(与 RuntimeSceneManager.loadScene 兼容)
* Scene load function type (compatible with RuntimeSceneManager.loadScene)
*/
type SceneLoadFunction = (sceneName: string) => Promise<void>;
/**
* 场景管理器接口(最小化,避免循环依赖)
* Scene manager interface (minimal, avoids circular dependency)
*
* 包含 IService 的 dispose 方法以兼容 ServiceContainer
* Includes IService's dispose method for ServiceContainer compatibility.
* 包含 IService 所需方法以满足 tryResolve 类型约束
* Includes IService required methods to satisfy tryResolve type constraint.
*/
interface ISceneManager {
loadScene(sceneName: string): Promise<void>;
@@ -32,8 +32,8 @@ interface ISceneManager {
* 全局场景管理器服务键
* Global scene manager service key
*
* 使用 Symbol.for 确保与 BrowserRuntime 中注册的键一致。
* Uses Symbol.for to match the key registered in BrowserRuntime.
* 使用 Symbol.for 确保与 BrowserRuntime/Viewport 中注册的键一致。
* Uses Symbol.for to match the key registered in BrowserRuntime/Viewport.
*/
const GlobalSceneManagerKey = Symbol.for('@esengine/service:runtimeSceneManager');
@@ -46,30 +46,11 @@ const GlobalSceneManagerKey = Symbol.for('@esengine/service:runtimeSceneManager'
*/
@ECSSystem('SceneLoadTrigger')
export class SceneLoadTriggerSystem extends EntitySystem {
private _sceneLoader: SceneLoadFunction | null = null;
constructor() {
super(Matcher.empty().all(SceneLoadTriggerComponent, UIInteractableComponent));
}
/**
* 设置场景加载函数
* Set scene load function
*
* 可以直接设置函数,或者系统会尝试从服务注册表获取 RuntimeSceneManager。
* Can set function directly, or system will try to get RuntimeSceneManager from service registry.
*/
public setSceneLoader(loader: SceneLoadFunction): void {
this._sceneLoader = loader;
}
protected override process(entities: readonly Entity[]): void {
// 如果没有设置场景加载器,尝试从服务注册表获取
// If no scene loader set, try to get from service registry
if (!this._sceneLoader) {
this._tryGetSceneManager();
}
for (const entity of entities) {
const trigger = entity.getComponent(SceneLoadTriggerComponent);
const interactable = entity.getComponent(UIInteractableComponent);
@@ -77,84 +58,51 @@ export class SceneLoadTriggerSystem extends EntitySystem {
if (!trigger || !interactable) continue;
if (!trigger.enabled || !trigger.targetScene) continue;
// 只绑定一次回调
// Only bind callback once
// 只绑定一次回调 | Only bind callback once
if (trigger._callbackBound) continue;
this._bindClickHandler(entity, trigger, interactable);
}
}
/**
* 尝试从全局服务获取场景管理器
* Try to get scene manager from global services
*/
private _tryGetSceneManager(): void {
try {
// 从 Core.services 获取场景管理器
// Get scene manager from Core.services
// RuntimeSceneManager 实现了 IService 接口
// RuntimeSceneManager implements IService interface
const sceneManager = Core.services.tryResolve<ISceneManager>(GlobalSceneManagerKey);
if (sceneManager?.loadScene) {
this._sceneLoader = (sceneName: string) => sceneManager.loadScene(sceneName);
}
} catch (e) {
// 忽略错误,保持 _sceneLoader 为 null
// Ignore error, keep _sceneLoader as null
this._bindClickHandler(trigger, interactable);
}
}
/**
* 绑定点击处理器
* Bind click handler
*
* 关键设计:不缓存 sceneManager 引用,每次点击时动态获取。
* Key design: Don't cache sceneManager reference, resolve dynamically on each click.
*/
private _bindClickHandler(
entity: Entity,
trigger: SceneLoadTriggerComponent,
interactable: UIInteractableComponent
): void {
const targetScene = trigger.targetScene;
// 保存原有的 onClick如果有
// Save original onClick (if any)
const originalOnClick = interactable.onClick;
interactable.onClick = () => {
// 调用原有回调
// Call original callback
originalOnClick?.();
// 检查是否启用
// Check if enabled
if (!trigger.enabled) return;
// 禁用(防止重复点击)
// Disable (prevent double clicks)
if (trigger.disableOnClick) {
trigger.enabled = false;
}
// 尝试获取场景加载器(可能在回调绑定后才注册)
// Try to get scene loader (may be registered after callback binding)
if (!this._sceneLoader) {
this._tryGetSceneManager();
// 每次点击时动态获取场景管理器
// Resolve scene manager dynamically on each click
const sceneManager = Core.services.tryResolve<ISceneManager>(GlobalSceneManagerKey);
if (!sceneManager?.loadScene) {
// 编辑器预览模式下可能未注册,静默处理
// May not be registered in editor preview mode, handle silently
return;
}
// 加载场景
// Load scene
if (this._sceneLoader) {
this._sceneLoader(targetScene).catch((error) => {
console.error(`[SceneLoadTriggerSystem] Failed to load scene "${targetScene}":`, error);
// 恢复启用状态
// Restore enabled state
if (trigger.disableOnClick) {
trigger.enabled = true;
}
});
}
// 静默处理:编辑器预览模式下场景切换不可用
// Silent handling: scene switching not available in editor preview mode
sceneManager.loadScene(targetScene).catch((error) => {
console.error(`[SceneLoadTriggerSystem] Failed to load scene "${targetScene}":`, error);
if (trigger.disableOnClick) {
trigger.enabled = true;
}
});
};
trigger._callbackBound = true;