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:
@@ -80,17 +80,30 @@ export class EntityList {
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/**
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/**
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* 移除所有实体
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* 移除所有实体
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* Remove all entities
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*
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* 包括 buffer 中的实体和待添加队列中的实体。
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* Includes entities in buffer and entities in pending add queue.
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*/
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*/
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public removeAllEntities(): void {
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public removeAllEntities(): void {
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// 收集所有实体ID用于回收
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const idsToRecycle: number[] = [];
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const idsToRecycle: number[] = [];
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// 销毁 buffer 中的实体
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// Destroy entities in buffer
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for (let i = this.buffer.length - 1; i >= 0; i--) {
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for (let i = this.buffer.length - 1; i >= 0; i--) {
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idsToRecycle.push(this.buffer[i]!.id);
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idsToRecycle.push(this.buffer[i]!.id);
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this.buffer[i]!.destroy();
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this.buffer[i]!.destroy();
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}
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}
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// 批量回收ID
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// 销毁待添加队列中的实体(这些实体已创建但尚未加入 buffer)
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// Destroy entities in pending add queue (created but not yet in buffer)
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for (const entity of this._entitiesToAdd) {
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idsToRecycle.push(entity.id);
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entity.destroy();
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}
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// 批量回收 ID
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// Recycle IDs in batch
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if (this._scene && this._scene.identifierPool) {
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if (this._scene && this._scene.identifierPool) {
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for (const id of idsToRecycle) {
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for (const id of idsToRecycle) {
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this._scene.identifierPool.checkIn(id);
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this._scene.identifierPool.checkIn(id);
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@@ -841,54 +841,51 @@ export function Viewport({ locale = 'en', messageHub, commandManager }: Viewport
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// Switch to player camera
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// Switch to player camera
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syncPlayerCamera();
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syncPlayerCamera();
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// Register RuntimeSceneManager for scene switching in play mode
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// 设置 RuntimeSceneManager 用于 Play 模式场景切换
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// 注册 RuntimeSceneManager 以支持 Play 模式下的场景切换
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// Setup RuntimeSceneManager for scene switching in play mode
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//
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// 生命周期设计:
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// - 首次 Play:创建新实例
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// - 后续 Play:复用实例,只更新 sceneLoader
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// - Stop:调用 reset() 清理会话状态,保留实例
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//
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// Lifecycle design:
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// - First Play: Create new instance
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// - Subsequent Plays: Reuse instance, only update sceneLoader
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// - Stop: Call reset() to clear session state, keep instance
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const projectService = Core.services.tryResolve(ProjectService);
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const projectService = Core.services.tryResolve(ProjectService);
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const projectPath = projectService?.getCurrentProject()?.path;
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const projectPath = projectService?.getCurrentProject()?.path;
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if (projectPath) {
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if (projectPath) {
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// Create scene loader function that reads scene files using Tauri API
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// 创建场景加载函数
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// 创建使用 Tauri API 读取场景文件的场景加载器函数
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// Create scene loader function
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const editorSceneLoader = async (scenePath: string): Promise<void> => {
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const editorSceneLoader = async (scenePath: string): Promise<void> => {
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try {
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try {
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// Normalize path: handle both relative and absolute paths
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// 标准化路径:处理相对路径和绝对路径
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let fullPath = scenePath;
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let fullPath = scenePath;
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if (!scenePath.includes(':') && !scenePath.startsWith('/')) {
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if (!scenePath.includes(':') && !scenePath.startsWith('/')) {
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// Relative path - construct full path
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// 相对路径 - 构建完整路径
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const normalizedPath = scenePath.replace(/^\.\//, '').replace(/\//g, '\\');
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const normalizedPath = scenePath.replace(/^\.\//, '').replace(/\//g, '\\');
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fullPath = `${projectPath}\\${normalizedPath}`;
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fullPath = `${projectPath}\\${normalizedPath}`;
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} else {
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} else {
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// Absolute path - normalize separators for Windows
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// 绝对路径 - 为 Windows 规范化分隔符
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fullPath = scenePath.replace(/\//g, '\\');
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fullPath = scenePath.replace(/\//g, '\\');
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}
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}
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// Read scene file content
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// 读取场景文件内容
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const sceneJson = await TauriAPI.readFileContent(fullPath);
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const sceneJson = await TauriAPI.readFileContent(fullPath);
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// Validate scene data
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// 验证场景数据
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const validation = SceneSerializer.validate(sceneJson);
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const validation = SceneSerializer.validate(sceneJson);
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if (!validation.valid) {
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if (!validation.valid) {
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throw new Error(`Invalid scene: ${validation.errors?.join(', ')}`);
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throw new Error(`Invalid scene: ${validation.errors?.join(', ')}`);
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}
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}
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// Save current scene snapshot (so we can go back)
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// 注意:不要在这里保存快照!
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// 保存当前场景快照(以便返回)
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// 初始快照在 Play 开始时已保存,Stop 时应恢复到那个状态
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EngineService.getInstance().saveSceneSnapshot();
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// 如果在这里保存,会覆盖初始快照,导致动态创建的实体残留
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//
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// Note: Don't save snapshot here!
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// Initial snapshot was saved at Play start, Stop should restore to that state
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// Saving here would overwrite initial snapshot, causing dynamically created entities to remain
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// Load new scene by deserializing into current scene
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// 通过反序列化加载新场景到当前场景
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const scene = Core.scene;
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const scene = Core.scene;
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if (scene) {
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if (scene) {
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scene.deserialize(sceneJson, { strategy: 'replace' });
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scene.deserialize(sceneJson, { strategy: 'replace' });
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// Reset particle component textureIds after scene switch
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// 场景切换后重置粒子组件的 textureId
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// This ensures ParticleUpdateSystem will reload textures
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// 这确保 ParticleUpdateSystem 会重新加载纹理
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for (const entity of scene.entities.buffer) {
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for (const entity of scene.entities.buffer) {
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const particleComponent = entity.getComponent(ParticleSystemComponent);
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const particleComponent = entity.getComponent(ParticleSystemComponent);
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if (particleComponent) {
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if (particleComponent) {
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@@ -896,28 +893,17 @@ export function Viewport({ locale = 'en', messageHub, commandManager }: Viewport
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}
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}
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}
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}
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// Re-register user code components and systems after scene switch
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// 场景切换后重新注册用户代码组件和系统
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const userCodeService = Core.services.tryResolve(UserCodeService);
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const userCodeService = Core.services.tryResolve(UserCodeService);
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if (userCodeService) {
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if (userCodeService) {
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const runtimeModule = userCodeService.getModule(UserCodeTarget.Runtime);
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const runtimeModule = userCodeService.getModule(UserCodeTarget.Runtime);
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if (runtimeModule) {
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if (runtimeModule) {
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// Re-register components (ensures GlobalComponentRegistry has correct references)
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// 重新注册组件(确保 GlobalComponentRegistry 有正确的引用)
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userCodeService.registerComponents(runtimeModule, GlobalComponentRegistry);
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userCodeService.registerComponents(runtimeModule, GlobalComponentRegistry);
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// Re-register systems (recreates systems with correct component references)
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// 重新注册系统(使用正确的组件引用重建系统)
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userCodeService.registerSystems(runtimeModule, scene);
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userCodeService.registerSystems(runtimeModule, scene);
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}
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}
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}
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}
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// Load scene resources (textures, etc.)
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// 加载场景资源(纹理等)
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await EngineService.getInstance().loadSceneResources();
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await EngineService.getInstance().loadSceneResources();
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// Sync entity store
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// 同步实体存储
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const entityStore = Core.services.tryResolve(EntityStoreService);
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const entityStore = Core.services.tryResolve(EntityStoreService);
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entityStore?.syncFromScene();
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entityStore?.syncFromScene();
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}
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}
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@@ -929,22 +915,35 @@ export function Viewport({ locale = 'en', messageHub, commandManager }: Viewport
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}
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}
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};
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};
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// Create and register RuntimeSceneManager
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// 创建并注册 RuntimeSceneManager
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const sceneManager = new RuntimeSceneManager(
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editorSceneLoader,
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`${projectPath}\\scenes`
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);
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runtimeSceneManagerRef.current = sceneManager;
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// Register to Core.services with the global key
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// 使用全局 key 注册到 Core.services
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const GlobalSceneManagerKey = Symbol.for('@esengine/service:runtimeSceneManager');
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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, sceneManager);
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}
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console.log('[Viewport] RuntimeSceneManager registered for play mode');
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if (runtimeSceneManagerRef.current) {
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// 复用已有实例:重置状态并更新 sceneLoader
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// Reuse existing instance: reset state and update sceneLoader
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runtimeSceneManagerRef.current.reset();
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runtimeSceneManagerRef.current.setSceneLoader(editorSceneLoader);
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runtimeSceneManagerRef.current.setBaseUrl(`${projectPath}\\scenes`);
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// 确保已注册到服务容器
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// Ensure registered to service container
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if (!Core.services.isRegistered(GlobalSceneManagerKey)) {
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Core.services.registerInstance(GlobalSceneManagerKey, runtimeSceneManagerRef.current);
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}
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console.log('[Viewport] RuntimeSceneManager reused for play mode');
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} else {
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// 首次创建实例
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// First time: create new instance
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const sceneManager = new RuntimeSceneManager(
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editorSceneLoader,
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`${projectPath}\\scenes`
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);
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runtimeSceneManagerRef.current = sceneManager;
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if (!Core.services.isRegistered(GlobalSceneManagerKey)) {
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Core.services.registerInstance(GlobalSceneManagerKey, sceneManager);
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}
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console.log('[Viewport] RuntimeSceneManager created for play mode');
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}
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}
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}
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// Register user code components and systems before starting engine
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// Register user code components and systems before starting engine
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@@ -984,16 +983,19 @@ export function Viewport({ locale = 'en', messageHub, commandManager }: Viewport
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setPlayState('stopped');
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setPlayState('stopped');
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engine.stop();
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engine.stop();
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// Unregister RuntimeSceneManager
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// 重置 RuntimeSceneManager 状态(但保留实例以便下次 Play 复用)
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// 注销 RuntimeSceneManager
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// Reset RuntimeSceneManager state (but keep instance for next Play reuse)
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if (runtimeSceneManagerRef.current) {
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if (runtimeSceneManagerRef.current) {
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const GlobalSceneManagerKey = Symbol.for('@esengine/service:runtimeSceneManager');
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const GlobalSceneManagerKey = Symbol.for('@esengine/service:runtimeSceneManager');
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if (Core.services.isRegistered(GlobalSceneManagerKey)) {
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if (Core.services.isRegistered(GlobalSceneManagerKey)) {
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Core.services.unregister(GlobalSceneManagerKey);
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Core.services.unregister(GlobalSceneManagerKey);
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}
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}
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runtimeSceneManagerRef.current.dispose();
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// 调用 reset() 而不是 dispose(),保留 sceneLoader 以便复用
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runtimeSceneManagerRef.current = null;
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// Call reset() instead of dispose(), keep sceneLoader for reuse
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console.log('[Viewport] RuntimeSceneManager unregistered');
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runtimeSceneManagerRef.current.reset();
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// 注意:不设置 ref 为 null,保留实例
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// Note: Don't set ref to null, keep the instance
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console.log('[Viewport] RuntimeSceneManager reset (instance kept for reuse)');
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}
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}
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// Restore scene snapshot
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// Restore scene snapshot
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@@ -2,8 +2,12 @@
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* 运行时场景管理器
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* 运行时场景管理器
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* Runtime Scene Manager
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* Runtime Scene Manager
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*
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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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* 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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* Provides scene loading and transition API for user scripts.
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*
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* 生命周期设计 | Lifecycle Design:
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* - reset(): 清理会话状态,保留核心功能(用于 Play/Stop 切换)
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* - dispose(): 完全销毁,释放所有资源(用于编辑器关闭)
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*
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*
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* @example
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* @example
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* ```typescript
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* ```typescript
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@@ -68,8 +72,9 @@ export type SceneLoader = (url: string) => Promise<void>;
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* 运行时场景管理器接口
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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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* Runtime Scene Manager Interface
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*
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*
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* 继承 IService 的 dispose 模式以兼容 ServiceContainer。
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* 生命周期方法 | Lifecycle Methods:
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* Follows IService dispose pattern for ServiceContainer compatibility.
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* - reset(): 重置会话状态(Play/Stop 切换时调用)
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* - dispose(): 完全销毁(编辑器关闭时调用)
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*/
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*/
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export interface IRuntimeSceneManager {
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export interface IRuntimeSceneManager {
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/**
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/**
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@@ -133,8 +138,41 @@ export interface IRuntimeSceneManager {
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onLoadError(callback: (error: Error, sceneName: string) => void): () => void;
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onLoadError(callback: (error: Error, sceneName: string) => void): () => void;
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/**
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/**
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* 释放资源(IService 兼容)
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* 设置场景加载器
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* Dispose resources (IService compatible)
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* Set scene loader
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*
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* 用于更新场景加载函数(如 Play 模式切换时)。
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* Used to update scene loader function (e.g., during Play mode transitions).
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*/
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setSceneLoader(loader: SceneLoader): void;
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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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/**
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* 重置会话状态
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* Reset session state
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*
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* 清理监听器和当前场景状态,但保留 sceneLoader。
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* 用于 Play/Stop 切换时调用。
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*
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* Clears listeners and current scene state, but keeps sceneLoader.
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* Called during Play/Stop transitions.
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*/
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reset(): void;
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/**
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* 完全释放资源
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* Dispose all resources
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*
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* 销毁实例,清理所有资源。
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* 仅在编辑器关闭时调用。
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*
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* Destroys the instance, cleans up all resources.
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* Only called when editor closes.
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*/
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*/
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dispose(): void;
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dispose(): void;
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}
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}
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@@ -367,25 +405,45 @@ export class RuntimeSceneManager implements IRuntimeSceneManager {
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}
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}
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}
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}
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// ==================== IService 实现 | IService Implementation ====================
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// ==================== 生命周期方法 | Lifecycle Methods ====================
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|
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/**
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/**
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* 释放资源
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* 重置会话状态
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* Dispose resources
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* Reset session state
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*
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*
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* 实现 IService 接口,清理所有监听器和状态。
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* 清理监听器和当前场景状态,但保留 sceneLoader 和 baseUrl。
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* Implements IService interface, cleans up all listeners and state.
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* 用于 Play/Stop 切换时调用,允许实例复用。
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*
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* Clears listeners and current scene state, but keeps sceneLoader and baseUrl.
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* Called during Play/Stop transitions, allows instance reuse.
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*/
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*/
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dispose(): void {
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reset(): void {
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if (this._disposed) return;
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this._loadStartListeners.clear();
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this._loadStartListeners.clear();
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this._loadCompleteListeners.clear();
|
this._loadCompleteListeners.clear();
|
||||||
this._loadErrorListeners.clear();
|
this._loadErrorListeners.clear();
|
||||||
this._scenes.clear();
|
this._scenes.clear();
|
||||||
this._sceneLoader = null;
|
|
||||||
this._currentSceneName = null;
|
this._currentSceneName = null;
|
||||||
this._currentScenePath = null;
|
this._currentScenePath = null;
|
||||||
|
this._isLoading = false;
|
||||||
|
// 注意:保留 _sceneLoader 和 _baseUrl
|
||||||
|
// Note: Keep _sceneLoader and _baseUrl
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 完全释放资源
|
||||||
|
* Dispose all resources
|
||||||
|
*
|
||||||
|
* 销毁实例,清理所有资源包括 sceneLoader。
|
||||||
|
* 仅在编辑器完全关闭时调用。
|
||||||
|
*
|
||||||
|
* Destroys the instance, cleans up all resources including sceneLoader.
|
||||||
|
* Only called when editor completely closes.
|
||||||
|
*/
|
||||||
|
dispose(): void {
|
||||||
|
if (this._disposed) return;
|
||||||
|
|
||||||
|
this.reset();
|
||||||
|
this._sceneLoader = null;
|
||||||
this._disposed = true;
|
this._disposed = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,24 +4,24 @@
|
|||||||
*
|
*
|
||||||
* 处理 SceneLoadTriggerComponent,绑定 UIInteractable 点击事件到场景加载。
|
* 处理 SceneLoadTriggerComponent,绑定 UIInteractable 点击事件到场景加载。
|
||||||
* Processes SceneLoadTriggerComponent, binds UIInteractable click to scene loading.
|
* 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 { Entity, EntitySystem, Matcher, ECSSystem, Core } from '@esengine/ecs-framework';
|
||||||
import { SceneLoadTriggerComponent } from '../components/SceneLoadTriggerComponent';
|
import { SceneLoadTriggerComponent } from '../components/SceneLoadTriggerComponent';
|
||||||
import { UIInteractableComponent } from '../components/UIInteractableComponent';
|
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)
|
* 场景管理器接口(最小化,避免循环依赖)
|
||||||
* Scene manager interface (minimal, avoids circular dependency)
|
* Scene manager interface (minimal, avoids circular dependency)
|
||||||
*
|
*
|
||||||
* 包含 IService 的 dispose 方法以兼容 ServiceContainer。
|
* 包含 IService 所需方法以满足 tryResolve 类型约束。
|
||||||
* Includes IService's dispose method for ServiceContainer compatibility.
|
* Includes IService required methods to satisfy tryResolve type constraint.
|
||||||
*/
|
*/
|
||||||
interface ISceneManager {
|
interface ISceneManager {
|
||||||
loadScene(sceneName: string): Promise<void>;
|
loadScene(sceneName: string): Promise<void>;
|
||||||
@@ -32,8 +32,8 @@ interface ISceneManager {
|
|||||||
* 全局场景管理器服务键
|
* 全局场景管理器服务键
|
||||||
* Global scene manager service key
|
* Global scene manager service key
|
||||||
*
|
*
|
||||||
* 使用 Symbol.for 确保与 BrowserRuntime 中注册的键一致。
|
* 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.
|
* Uses Symbol.for to match the key registered in BrowserRuntime/Viewport.
|
||||||
*/
|
*/
|
||||||
const GlobalSceneManagerKey = Symbol.for('@esengine/service:runtimeSceneManager');
|
const GlobalSceneManagerKey = Symbol.for('@esengine/service:runtimeSceneManager');
|
||||||
|
|
||||||
@@ -46,30 +46,11 @@ const GlobalSceneManagerKey = Symbol.for('@esengine/service:runtimeSceneManager'
|
|||||||
*/
|
*/
|
||||||
@ECSSystem('SceneLoadTrigger')
|
@ECSSystem('SceneLoadTrigger')
|
||||||
export class SceneLoadTriggerSystem extends EntitySystem {
|
export class SceneLoadTriggerSystem extends EntitySystem {
|
||||||
private _sceneLoader: SceneLoadFunction | null = null;
|
|
||||||
|
|
||||||
constructor() {
|
constructor() {
|
||||||
super(Matcher.empty().all(SceneLoadTriggerComponent, UIInteractableComponent));
|
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 {
|
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) {
|
for (const entity of entities) {
|
||||||
const trigger = entity.getComponent(SceneLoadTriggerComponent);
|
const trigger = entity.getComponent(SceneLoadTriggerComponent);
|
||||||
const interactable = entity.getComponent(UIInteractableComponent);
|
const interactable = entity.getComponent(UIInteractableComponent);
|
||||||
@@ -77,84 +58,51 @@ export class SceneLoadTriggerSystem extends EntitySystem {
|
|||||||
if (!trigger || !interactable) continue;
|
if (!trigger || !interactable) continue;
|
||||||
if (!trigger.enabled || !trigger.targetScene) continue;
|
if (!trigger.enabled || !trigger.targetScene) continue;
|
||||||
|
|
||||||
// 只绑定一次回调
|
// 只绑定一次回调 | Only bind callback once
|
||||||
// Only bind callback once
|
|
||||||
if (trigger._callbackBound) continue;
|
if (trigger._callbackBound) continue;
|
||||||
|
|
||||||
this._bindClickHandler(entity, trigger, interactable);
|
this._bindClickHandler(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
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 绑定点击处理器
|
* 绑定点击处理器
|
||||||
* Bind click handler
|
* 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(
|
private _bindClickHandler(
|
||||||
entity: Entity,
|
|
||||||
trigger: SceneLoadTriggerComponent,
|
trigger: SceneLoadTriggerComponent,
|
||||||
interactable: UIInteractableComponent
|
interactable: UIInteractableComponent
|
||||||
): void {
|
): void {
|
||||||
const targetScene = trigger.targetScene;
|
const targetScene = trigger.targetScene;
|
||||||
|
|
||||||
// 保存原有的 onClick(如果有)
|
|
||||||
// Save original onClick (if any)
|
|
||||||
const originalOnClick = interactable.onClick;
|
const originalOnClick = interactable.onClick;
|
||||||
|
|
||||||
interactable.onClick = () => {
|
interactable.onClick = () => {
|
||||||
// 调用原有回调
|
|
||||||
// Call original callback
|
|
||||||
originalOnClick?.();
|
originalOnClick?.();
|
||||||
|
|
||||||
// 检查是否启用
|
|
||||||
// Check if enabled
|
|
||||||
if (!trigger.enabled) return;
|
if (!trigger.enabled) return;
|
||||||
|
|
||||||
// 禁用(防止重复点击)
|
|
||||||
// Disable (prevent double clicks)
|
|
||||||
if (trigger.disableOnClick) {
|
if (trigger.disableOnClick) {
|
||||||
trigger.enabled = false;
|
trigger.enabled = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 尝试获取场景加载器(可能在回调绑定后才注册)
|
// 每次点击时动态获取场景管理器
|
||||||
// Try to get scene loader (may be registered after callback binding)
|
// Resolve scene manager dynamically on each click
|
||||||
if (!this._sceneLoader) {
|
const sceneManager = Core.services.tryResolve<ISceneManager>(GlobalSceneManagerKey);
|
||||||
this._tryGetSceneManager();
|
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
|
sceneManager.loadScene(targetScene).catch((error) => {
|
||||||
// Load scene
|
console.error(`[SceneLoadTriggerSystem] Failed to load scene "${targetScene}":`, error);
|
||||||
if (this._sceneLoader) {
|
if (trigger.disableOnClick) {
|
||||||
this._sceneLoader(targetScene).catch((error) => {
|
trigger.enabled = true;
|
||||||
console.error(`[SceneLoadTriggerSystem] Failed to load scene "${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
|
|
||||||
};
|
};
|
||||||
|
|
||||||
trigger._callbackBound = true;
|
trigger._callbackBound = true;
|
||||||
|
|||||||
Reference in New Issue
Block a user