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

@@ -4,7 +4,9 @@
*/
import { EntitySystem, Matcher, Entity, ComponentType, ECSSystem, Component, Core } from '@esengine/ecs-framework';
import { SpriteComponent, CameraComponent, TransformComponent } from '@esengine/ecs-components';
import { TransformComponent } from '@esengine/engine-core';
import { SpriteComponent } from '@esengine/sprite';
import { CameraComponent } from '@esengine/camera';
import type { EngineBridge } from '../core/EngineBridge';
import { RenderBatcher } from '../core/RenderBatcher';
import type { SpriteRenderData } from '../types';
@@ -269,10 +271,12 @@ export class EngineRenderSystem extends EntitySystem {
}
}
// Handle rotation as number or Vector3 (use z for 2D)
const rotation = typeof transform.rotation === 'number'
? transform.rotation
: transform.rotation.z;
// 使用世界变换(由 TransformSystem 计算,考虑父级变换),回退到本地变换
const pos = transform.worldPosition ?? transform.position;
const scl = transform.worldScale ?? transform.scale;
const rot = transform.worldRotation
? transform.worldRotation.z
: (typeof transform.rotation === 'number' ? transform.rotation : transform.rotation.z);
// Convert hex color string to packed RGBA | 将十六进制颜色字符串转换为打包的RGBA
const color = this.hexToPackedColor(sprite.color, sprite.alpha);
@@ -286,14 +290,14 @@ export class EngineRenderSystem extends EntitySystem {
textureId = this.bridge.getOrLoadTextureByPath(sprite.texture);
}
// Pass actual display dimensions (sprite size * transform scale)
// 传递实际显示尺寸sprite尺寸 * 变换缩放)
// Pass actual display dimensions (sprite size * world transform scale)
// 传递实际显示尺寸sprite尺寸 * 世界变换缩放)
const renderData: SpriteRenderData = {
x: transform.position.x,
y: transform.position.y,
rotation,
scaleX: sprite.width * transform.scale.x,
scaleY: sprite.height * transform.scale.y,
x: pos.x,
y: pos.y,
rotation: rot,
scaleX: sprite.width * scl.x,
scaleY: sprite.height * scl.y,
originX: sprite.anchorX,
originY: sprite.anchorY,
textureId,