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

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/**
* Tilemap Details Panel - Right panel with grouped properties
* Tilemap 详情面板 - 右侧分组属性面板
*/
import React, { useState, useCallback, useRef, useEffect } from 'react';
import {
ChevronDown,
ChevronRight,
Plus,
ArrowUp,
ArrowDown,
Copy,
X,
Search,
Settings,
Eye,
EyeOff
} from 'lucide-react';
import { useTilemapEditorStore, type LayerState } from '../../stores/TilemapEditorStore';
import type { TilemapComponent } from '@esengine/tilemap';
import '../../styles/TilemapDetailsPanel.css';
interface TilemapDetailsPanelProps {
tilemap: TilemapComponent | null;
onAddLayer: () => void;
onRemoveLayer: (index: number) => void;
onMoveLayer: (from: number, to: number) => void;
onTilemapChange: () => void;
onOpenAssetPicker: () => void;
}
// Collapsible section component
interface SectionProps {
title: string;
defaultOpen?: boolean;
children: React.ReactNode;
}
const Section: React.FC<SectionProps> = ({ title, defaultOpen = true, children }) => {
const [isOpen, setIsOpen] = useState(defaultOpen);
return (
<div className="details-section">
<div
className="details-section-header"
onClick={() => setIsOpen(!isOpen)}
>
{isOpen ? <ChevronDown size={12} /> : <ChevronRight size={12} />}
<span>{title}</span>
</div>
{isOpen && (
<div className="details-section-content">
{children}
</div>
)}
</div>
);
};
// Property row component
interface PropertyRowProps {
label: string;
children: React.ReactNode;
indent?: boolean;
}
const PropertyRow: React.FC<PropertyRowProps> = ({ label, children, indent }) => (
<div className={`property-row ${indent ? 'indented' : ''}`}>
<label>{label}</label>
<div className="property-value">{children}</div>
</div>
);
// Toggle property - unified style matching PropertyInspector
interface TogglePropertyProps {
label: string;
checked: boolean;
onChange: (checked: boolean) => void;
indent?: boolean;
}
const ToggleProperty: React.FC<TogglePropertyProps> = ({ label, checked, onChange, indent }) => (
<div className={`property-row toggle-row ${indent ? 'indented' : ''}`}>
<label>{label}</label>
<button
className={`property-toggle ${checked ? 'property-toggle-on' : 'property-toggle-off'}`}
onClick={() => onChange(!checked)}
type="button"
>
<span className="property-toggle-thumb" />
</button>
</div>
);
// Number input property
interface NumberPropertyProps {
label: string;
value: number;
onChange: (value: number) => void;
min?: number;
max?: number;
step?: number;
}
const NumberProperty: React.FC<NumberPropertyProps> = ({
label,
value,
onChange,
min,
max,
step = 1
}) => (
<PropertyRow label={label}>
<input
type="number"
value={value}
onChange={(e) => onChange(parseFloat(e.target.value) || 0)}
min={min}
max={max}
step={step}
/>
</PropertyRow>
);
// Color property - unified style matching PropertyInspector
interface ColorPropertyProps {
label: string;
value: string;
onChange: (value: string) => void;
showReset?: boolean;
}
const ColorProperty: React.FC<ColorPropertyProps> = ({ label, value, onChange }) => {
const inputRef = useRef<HTMLInputElement>(null);
const handlePreviewClick = () => {
inputRef.current?.click();
};
return (
<PropertyRow label={label}>
<div className="property-color-wrapper">
<div
className="property-color-preview"
style={{ backgroundColor: value }}
onClick={handlePreviewClick}
/>
<input
ref={inputRef}
type="color"
className="property-input-color"
value={value}
onChange={(e) => onChange(e.target.value)}
/>
<input
type="text"
className="property-input property-input-color-text"
value={value.toUpperCase()}
onChange={(e) => {
const val = e.target.value;
if (/^#[0-9A-Fa-f]{0,6}$/.test(val)) {
onChange(val);
}
}}
onBlur={(e) => {
const val = e.target.value;
if (!/^#[0-9A-Fa-f]{6}$/.test(val)) {
onChange(value);
}
}}
/>
</div>
</PropertyRow>
);
};
export const TilemapDetailsPanel: React.FC<TilemapDetailsPanelProps> = ({
tilemap,
onAddLayer,
onRemoveLayer,
onMoveLayer,
onTilemapChange,
onOpenAssetPicker
}) => {
const {
layers,
currentLayer,
setCurrentLayer,
toggleLayerVisibility,
setLayerOpacity,
showCollision,
setShowCollision
} = useTilemapEditorStore();
// Layer properties state - synced with store's visibility
const selectedLayer = layers[currentLayer];
const [hiddenInGame, setHiddenInGame] = useState(false);
const [layerCollides, setLayerCollides] = useState(true);
const [overrideCollisionThickness, setOverrideCollisionThickness] = useState(false);
const [overrideCollisionOffset, setOverrideCollisionOffset] = useState(false);
const [collisionThickness, setCollisionThickness] = useState(50.0);
const [collisionOffset, setCollisionOffset] = useState(0.0);
const [layerColor, setLayerColor] = useState('#ffffff');
// hiddenInEditor is derived from layer visibility (inverse relationship)
const hiddenInEditor = selectedLayer ? !selectedLayer.visible : false;
const handleHiddenInEditorChange = useCallback((hidden: boolean) => {
if (currentLayer >= 0 && currentLayer < layers.length) {
toggleLayerVisibility(currentLayer);
// Also update tilemap component
if (tilemap && tilemap.layers[currentLayer]) {
tilemap.layers[currentLayer].visible = !hidden;
tilemap.renderDirty = true;
onTilemapChange();
}
}
}, [currentLayer, layers.length, toggleLayerVisibility, tilemap, onTilemapChange]);
// Handle eye icon click in layer list
const handleLayerVisibilityToggle = useCallback((index: number, e: React.MouseEvent) => {
e.stopPropagation();
toggleLayerVisibility(index);
// Also update tilemap component
if (tilemap && tilemap.layers[index]) {
tilemap.layers[index].visible = !tilemap.layers[index].visible;
tilemap.renderDirty = true;
onTilemapChange();
}
}, [toggleLayerVisibility, tilemap, onTilemapChange]);
// Colors
const [tileGridColor, setTileGridColor] = useState('#333333');
const [multiTileGridColor, setMultiTileGridColor] = useState('#ff0000');
const [layerGridColor, setLayerGridColor] = useState('#00ff00');
const handleLayerSelect = useCallback((index: number) => {
setCurrentLayer(index);
}, [setCurrentLayer]);
const handleMapWidthChange = useCallback((value: number) => {
if (tilemap && value > 0) {
tilemap.resize(value, tilemap.height, 'bottom-left');
onTilemapChange();
}
}, [tilemap, onTilemapChange]);
const handleMapHeightChange = useCallback((value: number) => {
if (tilemap && value > 0) {
tilemap.resize(tilemap.width, value, 'bottom-left');
onTilemapChange();
}
}, [tilemap, onTilemapChange]);
const handleTileWidthChange = useCallback((value: number) => {
if (tilemap && value > 0) {
tilemap.tileWidth = value;
onTilemapChange();
}
}, [tilemap, onTilemapChange]);
const handleTileHeightChange = useCallback((value: number) => {
if (tilemap && value > 0) {
tilemap.tileHeight = value;
onTilemapChange();
}
}, [tilemap, onTilemapChange]);
if (!tilemap) {
return (
<div className="tilemap-details-panel">
<div className="details-empty">
</div>
</div>
);
}
return (
<div className="tilemap-details-panel">
<div className="details-header">
<span className="details-header-title"></span>
<div className="details-header-actions">
<div className="details-search-inline">
<Search size={12} />
<input type="text" placeholder="搜索" />
</div>
<button className="details-settings-btn" title="设置">
<Settings size={14} />
</button>
</div>
</div>
<div className="details-content">
{/* Tile Map Section */}
<Section title="瓦片地图">
<div className="property-row">
<label></label>
<span className="layer-count-badge"> {currentLayer + 1}</span>
</div>
{/* Tile Layers List */}
<div className="layer-list-container">
{layers.map((layer, index) => (
<div
key={layer.id}
className={`layer-list-item ${index === currentLayer ? 'selected' : ''}`}
onClick={() => handleLayerSelect(index)}
>
<button
className={`layer-visibility-btn ${layer.visible ? '' : 'hidden'}`}
onClick={(e) => handleLayerVisibilityToggle(index, e)}
title={layer.visible ? '隐藏图层' : '显示图层'}
>
{layer.visible ? <Eye size={12} /> : <EyeOff size={12} />}
</button>
<span className="layer-icon"></span>
<span>{layer.name}</span>
</div>
))}
</div>
{/* Layer action buttons */}
<div className="layer-actions-row">
<button
className="layer-action-btn add"
onClick={onAddLayer}
title="添加图层"
>
<Plus size={14} />
</button>
<button
className="layer-action-btn"
onClick={() => currentLayer > 0 && onMoveLayer(currentLayer, currentLayer - 1)}
disabled={currentLayer <= 0}
title="上移"
>
<ArrowUp size={14} />
</button>
<button
className="layer-action-btn"
onClick={() => currentLayer < layers.length - 1 && onMoveLayer(currentLayer, currentLayer + 1)}
disabled={currentLayer >= layers.length - 1}
title="下移"
>
<ArrowDown size={14} />
</button>
<button
className="layer-action-btn"
title="复制"
>
<Copy size={14} />
</button>
<button
className="layer-action-btn danger"
onClick={() => layers.length > 1 && onRemoveLayer(currentLayer)}
disabled={layers.length <= 1}
title="删除图层"
>
<X size={14} />
</button>
</div>
</Section>
{/* Selected Layer Section */}
<Section title="选定层">
<PropertyRow label="">
<span className="selected-layer-name">{selectedLayer?.name || '图层 1'}</span>
</PropertyRow>
<ToggleProperty
label="编辑器中隐藏"
checked={hiddenInEditor}
onChange={handleHiddenInEditorChange}
/>
<ToggleProperty
label="游戏中隐藏"
checked={hiddenInGame}
onChange={setHiddenInGame}
/>
<ToggleProperty
label="图层碰撞"
checked={layerCollides}
onChange={setLayerCollides}
/>
<ToggleProperty
label="重载碰撞厚度"
checked={overrideCollisionThickness}
onChange={setOverrideCollisionThickness}
indent
/>
<ToggleProperty
label="重载碰撞偏移"
checked={overrideCollisionOffset}
onChange={setOverrideCollisionOffset}
indent
/>
{overrideCollisionThickness && (
<NumberProperty
label="碰撞厚度重载"
value={collisionThickness}
onChange={setCollisionThickness}
/>
)}
{overrideCollisionOffset && (
<NumberProperty
label="碰撞偏移重载"
value={collisionOffset}
onChange={setCollisionOffset}
/>
)}
<ColorProperty
label="图层颜色"
value={layerColor}
onChange={setLayerColor}
/>
</Section>
{/* Setup Section */}
<Section title="配置">
<NumberProperty
label="地图宽度"
value={tilemap.width}
onChange={handleMapWidthChange}
min={1}
/>
<NumberProperty
label="地图高度"
value={tilemap.height}
onChange={handleMapHeightChange}
min={1}
/>
<NumberProperty
label="瓦片宽度"
value={tilemap.tileWidth}
onChange={handleTileWidthChange}
min={1}
/>
<NumberProperty
label="瓦片高度"
value={tilemap.tileHeight}
onChange={handleTileHeightChange}
min={1}
/>
<NumberProperty
label="逻辑单位像素"
value={1.0}
onChange={() => {}}
step={0.1}
/>
<NumberProperty
label="逐图层分隔"
value={4.0}
onChange={() => {}}
step={0.1}
/>
</Section>
{/* Material Section */}
<Section title="材质" defaultOpen={false}>
<PropertyRow label="材质">
<button className="asset-dropdown">
<span>Masked</span>
<ChevronDown size={12} />
</button>
</PropertyRow>
</Section>
{/* Advanced Section */}
<Section title="高级" defaultOpen={false}>
<PropertyRow label="投射模式">
<select defaultValue="orthogonal">
<option value="orthogonal"></option>
<option value="isometric"></option>
<option value="hexagonal"></option>
</select>
</PropertyRow>
<NumberProperty
label="六方格边长度"
value={0}
onChange={() => {}}
/>
<ColorProperty
label="背景颜色"
value={tileGridColor}
onChange={setTileGridColor}
showReset
/>
<ColorProperty
label="瓦片网格颜色"
value={tileGridColor}
onChange={setTileGridColor}
showReset
/>
<ColorProperty
label="多瓦片网格颜色"
value={multiTileGridColor}
onChange={setMultiTileGridColor}
showReset
/>
<NumberProperty
label="多瓦片网格宽度"
value={0}
onChange={() => {}}
/>
</Section>
{/* Collision Section */}
<Section title="碰撞" defaultOpen={false}>
<ToggleProperty
label="显示碰撞"
checked={showCollision}
onChange={setShowCollision}
/>
</Section>
</div>
</div>
);
};
export default TilemapDetailsPanel;