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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86
packages/components/src/systems/SpriteAnimatorSystem.ts
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86
packages/components/src/systems/SpriteAnimatorSystem.ts
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import { EntitySystem, Matcher, ECSSystem, Time, Entity } from '@esengine/ecs-framework';
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import { SpriteAnimatorComponent } from '../SpriteAnimatorComponent';
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import { SpriteComponent } from '../SpriteComponent';
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/**
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* 精灵动画系统 - 更新所有精灵动画
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* Sprite animator system - updates all sprite animations
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*/
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@ECSSystem('SpriteAnimator', { updateOrder: 50 })
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export class SpriteAnimatorSystem extends EntitySystem {
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constructor() {
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super(Matcher.empty().all(SpriteAnimatorComponent));
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}
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/**
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* 系统初始化时调用
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* Called when system is initialized
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*/
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protected override onInitialize(): void {
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// System initialized
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}
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/**
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* 每帧开始时调用
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* Called at the beginning of each frame
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*/
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protected override onBegin(): void {
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// Frame begin
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}
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/**
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* 处理匹配的实体
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* Process matched entities
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*/
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protected override process(entities: readonly Entity[]): void {
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const deltaTime = Time.deltaTime;
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for (const entity of entities) {
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if (!entity.enabled) continue;
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const animator = entity.getComponent(SpriteAnimatorComponent) as SpriteAnimatorComponent | null;
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if (!animator) continue;
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// Only call update if playing
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if (animator.isPlaying()) {
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animator.update(deltaTime);
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}
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// Sync current frame to sprite component (always, even if not playing)
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const sprite = entity.getComponent(SpriteComponent) as SpriteComponent | null;
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if (sprite) {
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const frame = animator.getCurrentFrame();
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if (frame) {
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sprite.texture = frame.texture;
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// Update UV if specified
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if (frame.uv) {
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sprite.uv = frame.uv;
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}
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}
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}
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}
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}
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/**
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* 实体添加到系统时调用
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* Called when entity is added to system
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*/
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protected override onAdded(entity: Entity): void {
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const animator = entity.getComponent(SpriteAnimatorComponent) as SpriteAnimatorComponent | null;
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if (animator && animator.autoPlay && animator.defaultAnimation) {
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animator.play();
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}
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}
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/**
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* 实体从系统移除时调用
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* Called when entity is removed from system
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*/
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protected override onRemoved(entity: Entity): void {
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const animator = entity.getComponent(SpriteAnimatorComponent) as SpriteAnimatorComponent | null;
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if (animator) {
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animator.stop();
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}
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}
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}
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