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