Feature/render pipeline (#232)
* refactor(engine): 重构2D渲染管线坐标系统 * feat(engine): 完善2D渲染管线和编辑器视口功能 * feat(editor): 实现Viewport变换工具系统 * feat(editor): 优化Inspector渲染性能并修复Gizmo变换工具显示 * feat(editor): 实现Run on Device移动预览功能 * feat(editor): 添加组件属性控制和依赖关系系统 * feat(editor): 实现动画预览功能和优化SpriteAnimator编辑器 * feat(editor): 修复SpriteAnimator动画预览功能并迁移CI到pnpm * feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm * feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm * feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm * feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm * feat(ci): 迁移项目到pnpm并修复CI构建问题 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 移除 network 相关包 * chore: 移除 network 相关包
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@@ -451,15 +451,15 @@ export class BehaviorTreeExecutor {
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// 检查断点
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logger.info(`[Breakpoint Debug] Node ${nodeData.name} (${nodeId}) started running`);
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logger.info(`[Breakpoint Debug] Breakpoints count:`, this.breakpoints.size);
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logger.info(`[Breakpoint Debug] Has breakpoint:`, this.breakpoints.has(nodeId));
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logger.info('[Breakpoint Debug] Breakpoints count:', this.breakpoints.size);
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logger.info('[Breakpoint Debug] Has breakpoint:', this.breakpoints.has(nodeId));
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const breakpoint = this.breakpoints.get(nodeId);
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if (breakpoint) {
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logger.info(`[Breakpoint Debug] Breakpoint found, enabled:`, breakpoint.enabled);
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logger.info('[Breakpoint Debug] Breakpoint found, enabled:', breakpoint.enabled);
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if (breakpoint.enabled) {
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this.addLog(`断点触发: ${nodeData.name}`, 'warning', nodeId);
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logger.info(`[Breakpoint Debug] Calling onBreakpointHit callback:`, !!this.onBreakpointHit);
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logger.info('[Breakpoint Debug] Calling onBreakpointHit callback:', !!this.onBreakpointHit);
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if (this.onBreakpointHit) {
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this.onBreakpointHit(nodeId, nodeData.name);
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}
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@@ -58,4 +58,4 @@ export function getPortPosition(
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const worldY = (screenY - canvasOffset.y) / canvasScale;
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return { x: worldX, y: worldY };
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}
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}
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