Feature/editor optimization (#251)

* refactor: 编辑器/运行时架构拆分与构建系统升级

* feat(core): 层级系统重构与UI变换矩阵修复

* refactor: 移除 ecs-components 聚合包并修复跨包组件查找问题

* fix(physics): 修复跨包组件类引用问题

* feat: 统一运行时架构与浏览器运行支持

* feat(asset): 实现浏览器运行时资产加载系统

* fix: 修复文档、CodeQL安全问题和CI类型检查错误

* fix: 修复文档、CodeQL安全问题和CI类型检查错误

* fix: 修复文档、CodeQL安全问题、CI类型检查和测试错误

* test: 补齐核心模块测试用例,修复CI构建配置

* fix: 修复测试用例中的类型错误和断言问题

* fix: 修复 turbo build:npm 任务的依赖顺序问题

* fix: 修复 CI 构建错误并优化构建性能
This commit is contained in:
YHH
2025-12-01 22:28:51 +08:00
committed by GitHub
parent 189714c727
commit b42a7b4e43
468 changed files with 18301 additions and 9075 deletions

View File

@@ -1,11 +1,6 @@
/**
* Behavior Tree Runtime Module (Pure runtime, no editor dependencies)
* 行为树运行时模块(纯运行时,无编辑器依赖)
*/
import type { IScene, ServiceContainer } from '@esengine/ecs-framework';
import { ComponentRegistry, Core } from '@esengine/ecs-framework';
import type { IRuntimeModuleLoader, SystemContext } from '@esengine/ecs-components';
import type { IRuntimeModule, IPlugin, PluginDescriptor, SystemContext } from '@esengine/engine-core';
import type { AssetManager } from '@esengine/asset-system';
import { BehaviorTreeRuntimeComponent } from './execution/BehaviorTreeRuntimeComponent';
@@ -15,11 +10,12 @@ import { GlobalBlackboardService } from './Services/GlobalBlackboardService';
import { BehaviorTreeLoader } from './loaders/BehaviorTreeLoader';
import { BehaviorTreeAssetType } from './index';
/**
* Behavior Tree Runtime Module
* 行为树运行时模块
*/
export class BehaviorTreeRuntimeModule implements IRuntimeModuleLoader {
export interface BehaviorTreeSystemContext extends SystemContext {
behaviorTreeSystem?: BehaviorTreeExecutionSystem;
assetManager?: AssetManager;
}
class BehaviorTreeRuntimeModule implements IRuntimeModule {
private _loaderRegistered = false;
registerComponents(registry: typeof ComponentRegistry): void {
@@ -36,33 +32,41 @@ export class BehaviorTreeRuntimeModule implements IRuntimeModuleLoader {
}
createSystems(scene: IScene, context: SystemContext): void {
// 注册行为树加载器到 AssetManager
// Register behavior tree loader to AssetManager
const assetManager = context.assetManager as AssetManager | undefined;
console.log('[BehaviorTreeRuntimeModule] createSystems called, assetManager:', assetManager ? 'exists' : 'null');
const btContext = context as BehaviorTreeSystemContext;
if (!this._loaderRegistered && assetManager) {
assetManager.registerLoader(BehaviorTreeAssetType, new BehaviorTreeLoader());
if (!this._loaderRegistered && btContext.assetManager) {
btContext.assetManager.registerLoader(BehaviorTreeAssetType, new BehaviorTreeLoader());
this._loaderRegistered = true;
console.log('[BehaviorTreeRuntimeModule] Registered BehaviorTreeLoader for type:', BehaviorTreeAssetType);
}
const behaviorTreeSystem = new BehaviorTreeExecutionSystem(Core);
// 设置 AssetManager 引用
// Set AssetManager reference
if (assetManager) {
behaviorTreeSystem.setAssetManager(assetManager);
console.log('[BehaviorTreeRuntimeModule] Set assetManager on behaviorTreeSystem');
} else {
console.warn('[BehaviorTreeRuntimeModule] assetManager is null, cannot set on behaviorTreeSystem');
if (btContext.assetManager) {
behaviorTreeSystem.setAssetManager(btContext.assetManager);
}
if (context.isEditor) {
if (btContext.isEditor) {
behaviorTreeSystem.enabled = false;
}
scene.addSystem(behaviorTreeSystem);
context.behaviorTreeSystem = behaviorTreeSystem;
btContext.behaviorTreeSystem = behaviorTreeSystem;
}
}
const descriptor: PluginDescriptor = {
id: '@esengine/behavior-tree',
name: 'Behavior Tree',
version: '1.0.0',
description: 'AI behavior tree system',
category: 'ai',
enabledByDefault: false,
isEnginePlugin: true
};
export const BehaviorTreePlugin: IPlugin = {
descriptor,
runtimeModule: new BehaviorTreeRuntimeModule()
};
export { BehaviorTreeRuntimeModule };