feat: 预制体系统与架构改进 (#303)
* feat(prefab): 实现预制体系统和编辑器 UX 改进 ## 预制体系统 - 新增 PrefabSerializer: 预制体序列化/反序列化 - 新增 PrefabInstanceComponent: 追踪预制体实例来源和修改 - 新增 PrefabService: 预制体核心服务 - 新增 PrefabLoader: 预制体资产加载器 - 新增预制体命令: Create/Instantiate/Apply/Revert/BreakLink ## 预制体编辑模式 - 支持双击 .prefab 文件进入编辑模式 - 预制体编辑模式工具栏 (保存/退出) - 预制体实例指示器和操作菜单 ## 编辑器 UX 改进 - SceneHierarchy 快捷键: F2 重命名, Ctrl+D 复制, ↑↓ 导航 - 支持双击实体名称内联编辑 - 删除实体时显示子节点数量警告 - 右键菜单添加重命名/复制选项及快捷键提示 - 布局持久化和重置功能 ## Bug 修复 - 修复 editor-runtime 组件类重复导致的 TransformComponent 不识别问题 - 修复 .prefab-name 样式覆盖导致预制体工具栏文字不可见 - 修复 Inspector 资源字段高度不正确问题 * feat(editor): 改进编辑器 UX 交互体验 - ContentBrowser: 加载动画 spinner、搜索高亮、改进空状态设计 - SceneHierarchy: 选中项自动滚动到视图、搜索清除按钮 - PropertyInspector: 输入框本地状态管理、Enter/Escape 键处理 - EntityInspector: 组件折叠状态持久化、属性搜索清除按钮 - Viewport: 变换操作实时数值显示 - 国际化: 添加相关文本 (en/zh) * fix(build): 修复 Web 构建资产加载和编辑器 UX 改进 构建系统修复: - 修复 asset-catalog.json 字段名不匹配 (entries vs assets) - 修复 BrowserFileSystemService 支持两种目录格式 - 修复 bundle 策略检测逻辑 (空对象判断) - 修复 module.json 中 assetExtensions 声明和类型推断 行为树修复: - 修复 BehaviorTreeExecutionSystem 使用 loadAsset 替代 loadAssetByPath - 修复 BehaviorTreeAssetType 常量与 module.json 类型名一致 (behavior-tree) 编辑器 UX 改进: - 构建完成对话框添加"打开文件夹"按钮 - 构建完成对话框样式优化 (圆形图标背景、按钮布局) - SceneHierarchy 响应式布局 (窄窗口自动隐藏 Type 列) - SceneHierarchy 隐藏滚动条 错误追踪: - 添加全局错误处理器写入日志文件 (%TEMP%/esengine-editor-crash.log) - 添加 append_to_log Tauri 命令 * feat(render): 修复 UI 渲染和点击特效系统 ## UI 渲染修复 - 修复 GUID 验证 bug,使用统一的 isValidGUID() 函数 - 修复 UI 渲染顺序随机问题,Rust 端使用 IndexMap 替代 HashMap - Web 运行时添加 assetPathResolver 支持 GUID 解析 - UIInteractableComponent.blockEvents 默认值改为 false ## 点击特效系统 - 新增 ClickFxComponent 和 ClickFxSystem - 支持在点击位置播放粒子效果 - 支持多种触发模式和粒子轮换 ## Camera 系统重构 - CameraSystem 从 ecs-engine-bindgen 移至 camera 包 - 新增 CameraManager 统一管理相机 ## 编辑器改进 - 改进属性面板 UI 交互 - 粒子编辑器面板优化 - Transform 命令系统 * feat(render): 实现 Sorting Layer 系统和 Overlay 渲染层 - 新增 SortingLayerManager 管理排序层级 (Background, Default, Foreground, UI, Overlay) - 实现 ISortable 接口,统一 Sprite、UI、Particle 的排序属性 - 修复粒子 Overlay 层被 UI 遮挡问题:添加独立的 Overlay Pass 在 UI 之后渲染 - 更新粒子资产格式:从 sortingOrder 改为 sortingLayer + orderInLayer - 更新粒子编辑器面板支持新的排序属性 - 优化 UI 渲染系统使用新的排序层级 * feat(ci): 集成 SignPath 代码签名服务 - 添加 SignPath 自动签名工作流(Windows) - 配置 release-editor.yml 支持代码签名 - 将构建改为草稿模式,等待签名完成后发布 - 添加证书文件到 .gitignore 防止泄露 * fix(asset): 修复 Web 构建资产路径解析和全局单例移除 ## 资产路径修复 - 修复 Tauri 本地服务器 `/asset?path=...` 路径解析,正确与 root 目录连接 - BrowserPathResolver 支持两种模式: - 'proxy': 使用 /asset?path=... 格式(编辑器 Run in Browser) - 'direct': 使用直接路径 /assets/path.png(独立 Web 构建) - BrowserRuntime 使用 'direct' 模式,无需 Tauri 代理 ## 架构改进 - 移除全局单例 - 移除 globalAssetManager 导出,改用 AssetManagerToken 依赖注入 - 移除 globalPathResolver 导出,改用 PathResolutionService - 移除 globalPathResolutionService 导出 - ParticleUpdateSystem/ClickFxSystem 通过 setAssetManager() 注入依赖 - EngineService 使用 new AssetManager() 替代全局实例 ## 新增服务 - PathResolutionService: 统一路径解析接口 - RuntimeModeService: 运行时模式查询服务 - SerializationContext: EntityRef 序列化上下文 ## 其他改进 - 完善 ServiceToken 注释说明本地定义的意图 - 导出 BrowserPathResolveMode 类型 * fix(build): 添加 world-streaming composite 设置修复类型检查 * fix(build): 移除 world-streaming 引用避免 composite 冲突 * fix(build): 将 const enum 改为 enum 兼容 isolatedModules * fix(build): 添加缺失的 IAssetManager 导入
This commit is contained in:
@@ -1,6 +1,7 @@
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{
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"id": "asset-system",
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"name": "@esengine/asset-system",
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"globalKey": "assetSystem",
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"displayName": "Asset System",
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"description": "Asset loading, caching and management | 资源加载、缓存和管理",
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"version": "1.0.0",
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@@ -28,7 +29,9 @@
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"TextureLoader",
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"JsonLoader",
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"TextLoader",
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"BinaryLoader"
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"BinaryLoader",
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"AudioLoader",
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"PrefabLoader"
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],
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"other": [
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"AssetManager",
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@@ -36,6 +39,33 @@
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"AssetCache"
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]
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},
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"assetExtensions": {
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".png": "texture",
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".jpg": "texture",
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".jpeg": "texture",
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".gif": "texture",
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".webp": "texture",
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".bmp": "texture",
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".svg": "texture",
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".mp3": "audio",
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".ogg": "audio",
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".wav": "audio",
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".m4a": "audio",
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".aac": "audio",
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".flac": "audio",
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".json": "data",
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".xml": "data",
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".yaml": "data",
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".yml": "data",
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".txt": "text",
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".ttf": "font",
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".woff": "font",
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".woff2": "font",
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".otf": "font",
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".fnt": "font",
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".atlas": "atlas",
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".prefab": "prefab"
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},
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"requiresWasm": false,
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"outputPath": "dist/index.js"
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}
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@@ -608,6 +608,42 @@ export class AssetManager implements IAssetManager {
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});
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}
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/**
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* Unload assets by type
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* 按类型卸载资产
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*
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* This is useful for clearing texture caches when restoring scene snapshots.
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* 在恢复场景快照时清除纹理缓存时很有用。
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*
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* @param assetType 要卸载的资产类型 / Asset type to unload
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* @param bForce 是否强制卸载(忽略引用计数)/ Whether to force unload (ignore reference count)
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*/
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unloadAssetsByType(assetType: AssetType, bForce: boolean = false): void {
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const guids = Array.from(this._assets.keys());
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guids.forEach((guid) => {
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const entry = this._assets.get(guid);
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if (entry && entry.metadata.type === assetType) {
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if (bForce || entry.referenceCount === 0) {
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// 获取加载器以释放资源 / Get loader to dispose resources
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const loader = this._loaderFactory.createLoader(entry.metadata.type);
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if (loader) {
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loader.dispose(entry.asset);
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}
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// 清理条目 / Clean up entry
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this._handleToGuid.delete(entry.handle);
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this._assets.delete(guid);
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this._cache.remove(guid);
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// 更新统计 / Update statistics
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this._statistics.loadedCount--;
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entry.state = AssetState.Unloaded;
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}
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}
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});
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}
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/**
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* Add reference to asset
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* 增加资产引用
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@@ -233,9 +233,3 @@ export class AssetPathResolver {
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return path.replace(/\\/g, '/').replace(/\/+/g, '/');
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}
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}
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/**
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* Global asset path resolver instance
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* 全局资产路径解析器实例
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*/
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export const globalPathResolver = new AssetPathResolver();
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@@ -11,7 +11,17 @@
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*/
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// Service tokens (谁定义接口,谁导出 Token)
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export { AssetManagerToken, type IAssetManager } from './tokens';
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export {
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AssetManagerToken,
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PrefabServiceToken,
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PathResolutionServiceToken,
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type IAssetManager,
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type IPrefabService,
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type IPrefabAsset,
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type IPrefabData,
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type IPrefabMetadata,
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type IPathResolutionService
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} from './tokens';
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// Types
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export * from './types/AssetTypes';
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@@ -34,7 +44,7 @@ export { AssetCache } from './core/AssetCache';
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export { AssetDatabase } from './core/AssetDatabase';
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export { AssetLoadQueue } from './core/AssetLoadQueue';
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export { AssetReference, WeakAssetReference, AssetReferenceArray } from './core/AssetReference';
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export { AssetPathResolver, globalPathResolver } from './core/AssetPathResolver';
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export { AssetPathResolver } from './core/AssetPathResolver';
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export type { IAssetPathConfig } from './core/AssetPathResolver';
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// Loaders
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@@ -44,14 +54,16 @@ export { JsonLoader } from './loaders/JsonLoader';
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export { TextLoader } from './loaders/TextLoader';
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export { BinaryLoader } from './loaders/BinaryLoader';
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export { AudioLoader } from './loaders/AudioLoader';
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export { PrefabLoader } from './loaders/PrefabLoader';
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// Integration
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export { EngineIntegration } from './integration/EngineIntegration';
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export type { IEngineBridge } from './integration/EngineIntegration';
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export type { ITextureEngineBridge } from './integration/EngineIntegration';
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// Services
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export { SceneResourceManager } from './services/SceneResourceManager';
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export type { IResourceLoader } from './services/SceneResourceManager';
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export { PathResolutionService } from './services/PathResolutionService';
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// Utils
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export { UVHelper } from './utils/UVHelper';
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@@ -62,26 +74,26 @@ export {
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hashString,
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hashFileInfo
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} from './utils/AssetUtils';
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export {
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collectAssetReferences,
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extractUniqueGuids,
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groupByComponentType,
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DEFAULT_ASSET_PATTERNS,
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type SceneAssetRef,
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type AssetFieldPattern
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} from './utils/AssetCollector';
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// Default instance
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// Re-export for initializeAssetSystem
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import { AssetManager } from './core/AssetManager';
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/**
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* Default asset manager instance
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* 默认资产管理器实例
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*/
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export const assetManager = new AssetManager();
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import type { IAssetCatalog } from './types/AssetTypes';
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/**
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* Initialize asset system with catalog
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* 使用目录初始化资产系统
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*
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* @param catalog 资产目录 | Asset catalog
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* @returns 新的 AssetManager 实例 | New AssetManager instance
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*/
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export function initializeAssetSystem(catalog?: IAssetCatalog): AssetManager {
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if (catalog) {
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return new AssetManager(catalog);
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}
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return assetManager;
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return new AssetManager(catalog);
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}
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// Re-export IAssetCatalog for initializeAssetSystem signature
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import type { IAssetCatalog } from './types/AssetTypes';
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@@ -4,15 +4,16 @@
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*/
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import { AssetManager } from '../core/AssetManager';
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import { AssetGUID } from '../types/AssetTypes';
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import { AssetGUID, AssetType } from '../types/AssetTypes';
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import { ITextureAsset, IAudioAsset, IJsonAsset } from '../interfaces/IAssetLoader';
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import { globalPathResolver } from '../core/AssetPathResolver';
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import { PathResolutionService, type IPathResolutionService } from '../services/PathResolutionService';
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import { TextureLoader } from '../loaders/TextureLoader';
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/**
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* Engine bridge interface
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* 引擎桥接接口
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* Texture engine bridge interface (for asset system)
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* 纹理引擎桥接接口(用于资产系统)
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*/
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export interface IEngineBridge {
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export interface ITextureEngineBridge {
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/**
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* Load texture to GPU
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* 加载纹理到GPU
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@@ -36,6 +37,36 @@ export interface IEngineBridge {
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* 获取纹理信息
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*/
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getTextureInfo(id: number): { width: number; height: number } | null;
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/**
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* Get or load texture by path.
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* 按路径获取或加载纹理。
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*
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* This is the preferred method for getting texture IDs.
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* The Rust engine is the single source of truth for texture ID allocation.
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* 这是获取纹理 ID 的首选方法。
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* Rust 引擎是纹理 ID 分配的唯一事实来源。
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*
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* @param path Image path/URL | 图片路径/URL
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* @returns Texture ID allocated by Rust engine | Rust 引擎分配的纹理 ID
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*/
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getOrLoadTextureByPath?(path: string): number;
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/**
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* Clear the texture path cache (optional).
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* 清除纹理路径缓存(可选)。
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*
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* This should be called when restoring scene snapshots to ensure
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* textures are reloaded with correct IDs.
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* 在恢复场景快照时应调用此方法,以确保纹理使用正确的ID重新加载。
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*/
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clearTexturePathCache?(): void;
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/**
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* Clear all textures and reset state (optional).
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* 清除所有纹理并重置状态(可选)。
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*/
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clearAllTextures?(): void;
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}
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/**
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@@ -64,7 +95,8 @@ interface DataAssetEntry {
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*/
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export class EngineIntegration {
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private _assetManager: AssetManager;
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private _engineBridge?: IEngineBridge;
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private _engineBridge?: ITextureEngineBridge;
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private _pathResolver: IPathResolutionService;
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private _textureIdMap = new Map<AssetGUID, number>();
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private _pathToTextureId = new Map<string, number>();
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@@ -80,16 +112,25 @@ export class EngineIntegration {
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private _dataAssets = new Map<number, DataAssetEntry>();
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private static _nextDataId = 1;
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constructor(assetManager: AssetManager, engineBridge?: IEngineBridge) {
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constructor(assetManager: AssetManager, engineBridge?: ITextureEngineBridge, pathResolver?: IPathResolutionService) {
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this._assetManager = assetManager;
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this._engineBridge = engineBridge;
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this._pathResolver = pathResolver ?? new PathResolutionService();
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}
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/**
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* Set path resolver
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* 设置路径解析器
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*/
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setPathResolver(resolver: IPathResolutionService): void {
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this._pathResolver = resolver;
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}
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/**
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* Set engine bridge
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* 设置引擎桥接
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*/
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setEngineBridge(bridge: IEngineBridge): void {
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setEngineBridge(bridge: ITextureEngineBridge): void {
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this._engineBridge = bridge;
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}
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@@ -97,6 +138,9 @@ export class EngineIntegration {
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* Load texture for component
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* 为组件加载纹理
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*
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* 使用 Rust 引擎作为纹理 ID 的唯一分配源。
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* Uses Rust engine as the single source of truth for texture ID allocation.
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*
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* AssetManager 内部会处理路径解析,这里只需传入原始路径。
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* AssetManager handles path resolution internally, just pass the original path here.
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*/
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@@ -108,17 +152,33 @@ export class EngineIntegration {
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return existingId;
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}
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// 通过资产系统加载(AssetManager 内部会解析路径)
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// Load through asset system (AssetManager resolves path internally)
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// 解析路径为引擎可用的 URL
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// Resolve path to engine-compatible URL
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const engineUrl = this._pathResolver.catalogToRuntime(texturePath);
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// 优先使用 getOrLoadTextureByPath(Rust 分配 ID)
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// Prefer getOrLoadTextureByPath (Rust allocates ID)
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// 这确保纹理 ID 由 Rust 引擎统一分配,避免 JS/Rust 层 ID 不同步问题
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// This ensures texture IDs are allocated by Rust engine uniformly,
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// avoiding JS/Rust layer ID desync issues
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if (this._engineBridge?.getOrLoadTextureByPath) {
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const rustTextureId = this._engineBridge.getOrLoadTextureByPath(engineUrl);
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if (rustTextureId > 0) {
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// 缓存映射
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// Cache mapping
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this._pathToTextureId.set(texturePath, rustTextureId);
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return rustTextureId;
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}
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}
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// 回退:通过资产系统加载(兼容旧流程)
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// Fallback: Load through asset system (for backward compatibility)
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const result = await this._assetManager.loadAssetByPath<ITextureAsset>(texturePath);
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const textureAsset = result.asset;
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// 如果有引擎桥接,上传到GPU
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// Upload to GPU if bridge exists
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// 使用 globalPathResolver 将路径转换为引擎可用的 URL
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// Use globalPathResolver to convert path to engine-compatible URL
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if (this._engineBridge && textureAsset.data) {
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const engineUrl = globalPathResolver.resolve(texturePath);
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await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl);
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}
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@@ -132,6 +192,9 @@ export class EngineIntegration {
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/**
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* Load texture by GUID
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* 通过GUID加载纹理
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*
|
||||
* 使用 Rust 引擎作为纹理 ID 的唯一分配源。
|
||||
* Uses Rust engine as the single source of truth for texture ID allocation.
|
||||
*/
|
||||
async loadTextureByGuid(guid: AssetGUID): Promise<number> {
|
||||
// 检查是否已有纹理ID / Check if texture ID exists
|
||||
@@ -140,14 +203,28 @@ export class EngineIntegration {
|
||||
return existingId;
|
||||
}
|
||||
|
||||
// 通过资产系统加载 / Load through asset system
|
||||
// 通过资产系统加载获取元数据和路径 / Load through asset system to get metadata and path
|
||||
const result = await this._assetManager.loadAsset<ITextureAsset>(guid);
|
||||
const textureAsset = result.asset;
|
||||
const metadata = result.metadata;
|
||||
const engineUrl = this._pathResolver.catalogToRuntime(metadata.path);
|
||||
|
||||
// 如果有引擎桥接,上传到GPU / Upload to GPU if bridge exists
|
||||
// 优先使用 getOrLoadTextureByPath(Rust 分配 ID)
|
||||
// Prefer getOrLoadTextureByPath (Rust allocates ID)
|
||||
if (this._engineBridge?.getOrLoadTextureByPath) {
|
||||
const rustTextureId = this._engineBridge.getOrLoadTextureByPath(engineUrl);
|
||||
if (rustTextureId > 0) {
|
||||
// 缓存映射
|
||||
// Cache mapping
|
||||
this._textureIdMap.set(guid, rustTextureId);
|
||||
return rustTextureId;
|
||||
}
|
||||
}
|
||||
|
||||
// 回退:使用 TextureLoader 分配的 ID(兼容旧流程)
|
||||
// Fallback: Use TextureLoader allocated ID (for backward compatibility)
|
||||
const textureAsset = result.asset;
|
||||
if (this._engineBridge && textureAsset.data) {
|
||||
const metadata = result.metadata;
|
||||
await this._engineBridge.loadTexture(textureAsset.textureId, metadata.path);
|
||||
await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl);
|
||||
}
|
||||
|
||||
// 缓存映射 / Cache mapping
|
||||
@@ -486,10 +563,38 @@ export class EngineIntegration {
|
||||
/**
|
||||
* Clear all texture mappings
|
||||
* 清空所有纹理映射
|
||||
*
|
||||
* This clears both local texture ID mappings and the AssetManager's
|
||||
* texture cache to ensure textures are fully reloaded.
|
||||
* 这会清除本地纹理 ID 映射和 AssetManager 的纹理缓存,确保纹理完全重新加载。
|
||||
*
|
||||
* IMPORTANT: This also clears the Rust engine's texture cache to ensure
|
||||
* both JS and Rust layers are in sync.
|
||||
* 重要:这也会清除 Rust 引擎的纹理缓存,确保 JS 和 Rust 层同步。
|
||||
*/
|
||||
clearTextureMappings(): void {
|
||||
// 1. 清除本地映射
|
||||
// Clear local mappings
|
||||
this._textureIdMap.clear();
|
||||
this._pathToTextureId.clear();
|
||||
|
||||
// 2. 清除 Rust 引擎的纹理缓存(如果可用)
|
||||
// Clear Rust engine's texture cache (if available)
|
||||
// 这确保下次加载时 Rust 会重新分配 ID
|
||||
// This ensures Rust will reallocate IDs on next load
|
||||
if (this._engineBridge?.clearAllTextures) {
|
||||
this._engineBridge.clearAllTextures();
|
||||
}
|
||||
|
||||
// 3. 清除 AssetManager 中的纹理资产缓存
|
||||
// Clear texture asset cache in AssetManager
|
||||
// 强制清除以确保纹理使用新的 ID 重新加载
|
||||
// Force clear to ensure textures are reloaded with new IDs
|
||||
this._assetManager.unloadAssetsByType(AssetType.Texture, true);
|
||||
|
||||
// 4. 重置 TextureLoader 的 ID 计数器(保持向后兼容)
|
||||
// Reset TextureLoader's ID counter (for backward compatibility)
|
||||
TextureLoader.resetTextureIdCounter();
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -109,6 +109,22 @@ export interface IAssetLoaderFactory {
|
||||
* 根据文件路径获取资产类型
|
||||
*/
|
||||
getAssetTypeByPath(path: string): AssetType | null;
|
||||
|
||||
/**
|
||||
* Get all supported file extensions from all registered loaders.
|
||||
* 获取所有注册加载器支持的文件扩展名。
|
||||
*
|
||||
* @returns Array of extension patterns (e.g., ['*.png', '*.jpg', '*.particle'])
|
||||
*/
|
||||
getAllSupportedExtensions(): string[];
|
||||
|
||||
/**
|
||||
* Get extension to type mapping for all registered loaders.
|
||||
* 获取所有注册加载器的扩展名到类型的映射。
|
||||
*
|
||||
* @returns Map of extension (without dot) to asset type string
|
||||
*/
|
||||
getExtensionTypeMap(): Record<string, string>;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -187,18 +203,8 @@ export interface IMaterialAsset {
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Prefab asset interface
|
||||
* 预制体资产接口
|
||||
*/
|
||||
export interface IPrefabAsset {
|
||||
/** 根实体数据 / Serialized entity hierarchy */
|
||||
root: unknown;
|
||||
/** 包含的组件类型 / Component types used in prefab */
|
||||
componentTypes: string[];
|
||||
/** 引用的资产 / All referenced assets */
|
||||
referencedAssets: AssetGUID[];
|
||||
}
|
||||
// 预制体资产接口从专用文件导出 | Prefab asset interface exported from dedicated file
|
||||
export type { IPrefabAsset, IPrefabData, IPrefabMetadata, IPrefabService } from './IPrefabAsset';
|
||||
|
||||
/**
|
||||
* Scene asset interface
|
||||
|
||||
405
packages/asset-system/src/interfaces/IPrefabAsset.ts
Normal file
405
packages/asset-system/src/interfaces/IPrefabAsset.ts
Normal file
@@ -0,0 +1,405 @@
|
||||
/**
|
||||
* 预制体资产接口定义
|
||||
* Prefab asset interface definitions
|
||||
*
|
||||
* 定义预制体系统的核心类型,包括预制体数据格式、元数据、实例化选项等。
|
||||
* Defines core types for the prefab system including data format, metadata, instantiation options, etc.
|
||||
*/
|
||||
|
||||
import type { AssetGUID } from '../types/AssetTypes';
|
||||
import type { SerializedEntity } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 预制体序列化实体(扩展自 SerializedEntity)
|
||||
* Serialized prefab entity (extends SerializedEntity)
|
||||
*
|
||||
* 在标准 SerializedEntity 基础上添加预制体特定属性。
|
||||
* Adds prefab-specific properties on top of standard SerializedEntity.
|
||||
*/
|
||||
export interface SerializedPrefabEntity extends SerializedEntity {
|
||||
/**
|
||||
* 是否为预制体根节点
|
||||
* Whether this is the prefab root entity
|
||||
*/
|
||||
isPrefabRoot?: boolean;
|
||||
|
||||
/**
|
||||
* 嵌套预制体的 GUID(如果此实体是另一个预制体的实例)
|
||||
* GUID of nested prefab (if this entity is an instance of another prefab)
|
||||
*/
|
||||
nestedPrefabGuid?: AssetGUID;
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体元数据
|
||||
* Prefab metadata
|
||||
*/
|
||||
export interface IPrefabMetadata {
|
||||
/**
|
||||
* 预制体名称
|
||||
* Prefab name
|
||||
*/
|
||||
name: string;
|
||||
|
||||
/**
|
||||
* 资产 GUID(在保存为资产后填充)
|
||||
* Asset GUID (populated after saving as asset)
|
||||
*/
|
||||
guid?: AssetGUID;
|
||||
|
||||
/**
|
||||
* 创建时间戳
|
||||
* Creation timestamp
|
||||
*/
|
||||
createdAt: number;
|
||||
|
||||
/**
|
||||
* 最后修改时间戳
|
||||
* Last modification timestamp
|
||||
*/
|
||||
modifiedAt: number;
|
||||
|
||||
/**
|
||||
* 使用的组件类型列表
|
||||
* List of component types used
|
||||
*/
|
||||
componentTypes: string[];
|
||||
|
||||
/**
|
||||
* 引用的资产 GUID 列表
|
||||
* List of referenced asset GUIDs
|
||||
*/
|
||||
referencedAssets: AssetGUID[];
|
||||
|
||||
/**
|
||||
* 预制体描述
|
||||
* Prefab description
|
||||
*/
|
||||
description?: string;
|
||||
|
||||
/**
|
||||
* 预制体标签(用于分类和搜索)
|
||||
* Prefab tags (for categorization and search)
|
||||
*/
|
||||
tags?: string[];
|
||||
|
||||
/**
|
||||
* 缩略图数据(Base64 编码)
|
||||
* Thumbnail data (Base64 encoded)
|
||||
*/
|
||||
thumbnail?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 组件类型注册条目
|
||||
* Component type registry entry
|
||||
*/
|
||||
export interface IPrefabComponentTypeEntry {
|
||||
/**
|
||||
* 组件类型名称
|
||||
* Component type name
|
||||
*/
|
||||
typeName: string;
|
||||
|
||||
/**
|
||||
* 组件版本号
|
||||
* Component version number
|
||||
*/
|
||||
version: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体文件数据格式
|
||||
* Prefab file data format
|
||||
*
|
||||
* 这是 .prefab 文件的完整结构。
|
||||
* This is the complete structure of a .prefab file.
|
||||
*/
|
||||
export interface IPrefabData {
|
||||
/**
|
||||
* 预制体格式版本号
|
||||
* Prefab format version number
|
||||
*/
|
||||
version: number;
|
||||
|
||||
/**
|
||||
* 预制体元数据
|
||||
* Prefab metadata
|
||||
*/
|
||||
metadata: IPrefabMetadata;
|
||||
|
||||
/**
|
||||
* 根实体数据(包含完整的实体层级)
|
||||
* Root entity data (contains full entity hierarchy)
|
||||
*/
|
||||
root: SerializedPrefabEntity;
|
||||
|
||||
/**
|
||||
* 组件类型注册表(用于版本管理和兼容性检查)
|
||||
* Component type registry (for versioning and compatibility checks)
|
||||
*/
|
||||
componentTypeRegistry: IPrefabComponentTypeEntry[];
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体资产(加载后的内存表示)
|
||||
* Prefab asset (in-memory representation after loading)
|
||||
*/
|
||||
export interface IPrefabAsset {
|
||||
/**
|
||||
* 预制体数据
|
||||
* Prefab data
|
||||
*/
|
||||
data: IPrefabData;
|
||||
|
||||
/**
|
||||
* 资产 GUID
|
||||
* Asset GUID
|
||||
*/
|
||||
guid: AssetGUID;
|
||||
|
||||
/**
|
||||
* 资产路径
|
||||
* Asset path
|
||||
*/
|
||||
path: string;
|
||||
|
||||
/**
|
||||
* 根实体数据(快捷访问)
|
||||
* Root entity data (quick access)
|
||||
*/
|
||||
readonly root: SerializedPrefabEntity;
|
||||
|
||||
/**
|
||||
* 包含的组件类型列表(快捷访问)
|
||||
* List of component types used (quick access)
|
||||
*/
|
||||
readonly componentTypes: string[];
|
||||
|
||||
/**
|
||||
* 引用的资产列表(快捷访问)
|
||||
* List of referenced assets (quick access)
|
||||
*/
|
||||
readonly referencedAssets: AssetGUID[];
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体实例化选项
|
||||
* Prefab instantiation options
|
||||
*/
|
||||
export interface IPrefabInstantiateOptions {
|
||||
/**
|
||||
* 父实体 ID(可选)
|
||||
* Parent entity ID (optional)
|
||||
*/
|
||||
parentId?: number;
|
||||
|
||||
/**
|
||||
* 位置覆盖
|
||||
* Position override
|
||||
*/
|
||||
position?: { x: number; y: number };
|
||||
|
||||
/**
|
||||
* 旋转覆盖(角度)
|
||||
* Rotation override (in degrees)
|
||||
*/
|
||||
rotation?: number;
|
||||
|
||||
/**
|
||||
* 缩放覆盖
|
||||
* Scale override
|
||||
*/
|
||||
scale?: { x: number; y: number };
|
||||
|
||||
/**
|
||||
* 实体名称覆盖
|
||||
* Entity name override
|
||||
*/
|
||||
name?: string;
|
||||
|
||||
/**
|
||||
* 是否保留原始实体 ID(默认 false,生成新 ID)
|
||||
* Whether to preserve original entity IDs (default false, generate new IDs)
|
||||
*/
|
||||
preserveIds?: boolean;
|
||||
|
||||
/**
|
||||
* 是否标记为预制体实例(默认 true)
|
||||
* Whether to mark as prefab instance (default true)
|
||||
*/
|
||||
trackInstance?: boolean;
|
||||
|
||||
/**
|
||||
* 属性覆盖(组件属性覆盖)
|
||||
* Property overrides (component property overrides)
|
||||
*/
|
||||
propertyOverrides?: IPrefabPropertyOverride[];
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体属性覆盖
|
||||
* Prefab property override
|
||||
*
|
||||
* 用于记录预制体实例对原始预制体属性的修改。
|
||||
* Used to record modifications to prefab properties in instances.
|
||||
*/
|
||||
export interface IPrefabPropertyOverride {
|
||||
/**
|
||||
* 目标实体路径(从根节点的相对路径,如 "Root/Child/GrandChild")
|
||||
* Target entity path (relative path from root, e.g., "Root/Child/GrandChild")
|
||||
*/
|
||||
entityPath: string;
|
||||
|
||||
/**
|
||||
* 组件类型名称
|
||||
* Component type name
|
||||
*/
|
||||
componentType: string;
|
||||
|
||||
/**
|
||||
* 属性路径(支持嵌套,如 "position.x")
|
||||
* Property path (supports nesting, e.g., "position.x")
|
||||
*/
|
||||
propertyPath: string;
|
||||
|
||||
/**
|
||||
* 覆盖值
|
||||
* Override value
|
||||
*/
|
||||
value: unknown;
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体创建选项
|
||||
* Prefab creation options
|
||||
*/
|
||||
export interface IPrefabCreateOptions {
|
||||
/**
|
||||
* 预制体名称
|
||||
* Prefab name
|
||||
*/
|
||||
name: string;
|
||||
|
||||
/**
|
||||
* 预制体描述
|
||||
* Prefab description
|
||||
*/
|
||||
description?: string;
|
||||
|
||||
/**
|
||||
* 预制体标签
|
||||
* Prefab tags
|
||||
*/
|
||||
tags?: string[];
|
||||
|
||||
/**
|
||||
* 是否包含子实体
|
||||
* Whether to include child entities
|
||||
*/
|
||||
includeChildren?: boolean;
|
||||
|
||||
/**
|
||||
* 保存路径(可选,用于指定保存位置)
|
||||
* Save path (optional, for specifying save location)
|
||||
*/
|
||||
savePath?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体服务接口
|
||||
* Prefab service interface
|
||||
*
|
||||
* 提供预制体的创建、实例化、管理等功能。
|
||||
* Provides prefab creation, instantiation, management, etc.
|
||||
*/
|
||||
export interface IPrefabService {
|
||||
/**
|
||||
* 从实体创建预制体数据
|
||||
* Create prefab data from entity
|
||||
*
|
||||
* @param entity - 源实体 | Source entity
|
||||
* @param options - 创建选项 | Creation options
|
||||
* @returns 预制体数据 | Prefab data
|
||||
*/
|
||||
createPrefab(entity: unknown, options: IPrefabCreateOptions): IPrefabData;
|
||||
|
||||
/**
|
||||
* 实例化预制体
|
||||
* Instantiate prefab
|
||||
*
|
||||
* @param prefab - 预制体资产 | Prefab asset
|
||||
* @param scene - 目标场景 | Target scene
|
||||
* @param options - 实例化选项 | Instantiation options
|
||||
* @returns 创建的根实体 | Created root entity
|
||||
*/
|
||||
instantiate(prefab: IPrefabAsset, scene: unknown, options?: IPrefabInstantiateOptions): unknown;
|
||||
|
||||
/**
|
||||
* 通过 GUID 实例化预制体
|
||||
* Instantiate prefab by GUID
|
||||
*
|
||||
* @param guid - 预制体资产 GUID | Prefab asset GUID
|
||||
* @param scene - 目标场景 | Target scene
|
||||
* @param options - 实例化选项 | Instantiation options
|
||||
* @returns 创建的根实体 | Created root entity
|
||||
*/
|
||||
instantiateByGuid(guid: AssetGUID, scene: unknown, options?: IPrefabInstantiateOptions): Promise<unknown>;
|
||||
|
||||
/**
|
||||
* 检查实体是否为预制体实例
|
||||
* Check if entity is a prefab instance
|
||||
*
|
||||
* @param entity - 要检查的实体 | Entity to check
|
||||
* @returns 是否为预制体实例 | Whether it's a prefab instance
|
||||
*/
|
||||
isPrefabInstance(entity: unknown): boolean;
|
||||
|
||||
/**
|
||||
* 获取预制体实例的源预制体 GUID
|
||||
* Get source prefab GUID of a prefab instance
|
||||
*
|
||||
* @param entity - 预制体实例 | Prefab instance
|
||||
* @returns 源预制体 GUID,如果不是实例则返回 null | Source prefab GUID, null if not an instance
|
||||
*/
|
||||
getSourcePrefabGuid(entity: unknown): AssetGUID | null;
|
||||
|
||||
/**
|
||||
* 将实例的修改应用到源预制体
|
||||
* Apply instance modifications to source prefab
|
||||
*
|
||||
* @param instance - 预制体实例 | Prefab instance
|
||||
* @returns 是否成功应用 | Whether application was successful
|
||||
*/
|
||||
applyToPrefab?(instance: unknown): Promise<boolean>;
|
||||
|
||||
/**
|
||||
* 将实例还原为源预制体的状态
|
||||
* Revert instance to source prefab state
|
||||
*
|
||||
* @param instance - 预制体实例 | Prefab instance
|
||||
* @returns 是否成功还原 | Whether revert was successful
|
||||
*/
|
||||
revertToPrefab?(instance: unknown): Promise<boolean>;
|
||||
|
||||
/**
|
||||
* 获取实例相对于源预制体的属性覆盖
|
||||
* Get property overrides of instance relative to source prefab
|
||||
*
|
||||
* @param instance - 预制体实例 | Prefab instance
|
||||
* @returns 属性覆盖列表 | List of property overrides
|
||||
*/
|
||||
getPropertyOverrides?(instance: unknown): IPrefabPropertyOverride[];
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体文件格式版本
|
||||
* Prefab file format version
|
||||
*/
|
||||
export const PREFAB_FORMAT_VERSION = 1;
|
||||
|
||||
/**
|
||||
* 预制体文件扩展名
|
||||
* Prefab file extension
|
||||
*/
|
||||
export const PREFAB_FILE_EXTENSION = '.prefab';
|
||||
@@ -10,6 +10,7 @@ import { JsonLoader } from './JsonLoader';
|
||||
import { TextLoader } from './TextLoader';
|
||||
import { BinaryLoader } from './BinaryLoader';
|
||||
import { AudioLoader } from './AudioLoader';
|
||||
import { PrefabLoader } from './PrefabLoader';
|
||||
|
||||
/**
|
||||
* Asset loader factory
|
||||
@@ -42,6 +43,9 @@ export class AssetLoaderFactory implements IAssetLoaderFactory {
|
||||
|
||||
// 音频加载器 / Audio loader
|
||||
this._loaders.set(AssetType.Audio, new AudioLoader());
|
||||
|
||||
// 预制体加载器 / Prefab loader
|
||||
this._loaders.set(AssetType.Prefab, new PrefabLoader());
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -142,4 +146,43 @@ export class AssetLoaderFactory implements IAssetLoaderFactory {
|
||||
clear(): void {
|
||||
this._loaders.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all supported file extensions from all registered loaders.
|
||||
* 获取所有注册加载器支持的文件扩展名。
|
||||
*
|
||||
* @returns Array of extension patterns (e.g., ['*.png', '*.jpg', '*.particle'])
|
||||
*/
|
||||
getAllSupportedExtensions(): string[] {
|
||||
const extensions = new Set<string>();
|
||||
|
||||
for (const loader of this._loaders.values()) {
|
||||
for (const ext of loader.supportedExtensions) {
|
||||
// 转换为 glob 模式 | Convert to glob pattern
|
||||
const cleanExt = ext.startsWith('.') ? ext.substring(1) : ext;
|
||||
extensions.add(`*.${cleanExt}`);
|
||||
}
|
||||
}
|
||||
|
||||
return Array.from(extensions);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get extension to type mapping for all registered loaders.
|
||||
* 获取所有注册加载器的扩展名到类型的映射。
|
||||
*
|
||||
* @returns Map of extension (without dot) to asset type string
|
||||
*/
|
||||
getExtensionTypeMap(): Record<string, string> {
|
||||
const map: Record<string, string> = {};
|
||||
|
||||
for (const [type, loader] of this._loaders) {
|
||||
for (const ext of loader.supportedExtensions) {
|
||||
const cleanExt = ext.startsWith('.') ? ext.substring(1) : ext;
|
||||
map[cleanExt.toLowerCase()] = type;
|
||||
}
|
||||
}
|
||||
|
||||
return map;
|
||||
}
|
||||
}
|
||||
|
||||
156
packages/asset-system/src/loaders/PrefabLoader.ts
Normal file
156
packages/asset-system/src/loaders/PrefabLoader.ts
Normal file
@@ -0,0 +1,156 @@
|
||||
/**
|
||||
* 预制体资产加载器
|
||||
* Prefab asset loader
|
||||
*/
|
||||
|
||||
import { AssetType } from '../types/AssetTypes';
|
||||
import type { IAssetLoader, IAssetParseContext } from '../interfaces/IAssetLoader';
|
||||
import type { IAssetContent, AssetContentType } from '../interfaces/IAssetReader';
|
||||
import type {
|
||||
IPrefabAsset,
|
||||
IPrefabData,
|
||||
SerializedPrefabEntity
|
||||
} from '../interfaces/IPrefabAsset';
|
||||
import { PREFAB_FORMAT_VERSION } from '../interfaces/IPrefabAsset';
|
||||
|
||||
/**
|
||||
* 预制体加载器实现
|
||||
* Prefab loader implementation
|
||||
*/
|
||||
export class PrefabLoader implements IAssetLoader<IPrefabAsset> {
|
||||
readonly supportedType = AssetType.Prefab;
|
||||
readonly supportedExtensions = ['.prefab'];
|
||||
readonly contentType: AssetContentType = 'text';
|
||||
|
||||
/**
|
||||
* 从文本内容解析预制体
|
||||
* Parse prefab from text content
|
||||
*/
|
||||
async parse(content: IAssetContent, context: IAssetParseContext): Promise<IPrefabAsset> {
|
||||
if (!content.text) {
|
||||
throw new Error('Prefab content is empty');
|
||||
}
|
||||
|
||||
let prefabData: IPrefabData;
|
||||
try {
|
||||
prefabData = JSON.parse(content.text) as IPrefabData;
|
||||
} catch (error) {
|
||||
throw new Error(`Failed to parse prefab JSON: ${(error as Error).message}`);
|
||||
}
|
||||
|
||||
// 验证预制体格式 | Validate prefab format
|
||||
this.validatePrefabData(prefabData);
|
||||
|
||||
// 版本兼容性检查 | Version compatibility check
|
||||
if (prefabData.version > PREFAB_FORMAT_VERSION) {
|
||||
console.warn(
|
||||
`Prefab version ${prefabData.version} is newer than supported version ${PREFAB_FORMAT_VERSION}. ` +
|
||||
`Some features may not work correctly.`
|
||||
);
|
||||
}
|
||||
|
||||
// 构建资产对象 | Build asset object
|
||||
const prefabAsset: IPrefabAsset = {
|
||||
data: prefabData,
|
||||
guid: context.metadata.guid,
|
||||
path: context.metadata.path,
|
||||
|
||||
// 快捷访问属性 | Quick access properties
|
||||
get root(): SerializedPrefabEntity {
|
||||
return prefabData.root;
|
||||
},
|
||||
get componentTypes(): string[] {
|
||||
return prefabData.metadata.componentTypes;
|
||||
},
|
||||
get referencedAssets(): string[] {
|
||||
return prefabData.metadata.referencedAssets;
|
||||
}
|
||||
};
|
||||
|
||||
return prefabAsset;
|
||||
}
|
||||
|
||||
/**
|
||||
* 释放已加载的资产
|
||||
* Dispose loaded asset
|
||||
*/
|
||||
dispose(asset: IPrefabAsset): void {
|
||||
// 清空预制体数据 | Clear prefab data
|
||||
(asset as { data: IPrefabData | null }).data = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 验证预制体数据格式
|
||||
* Validate prefab data format
|
||||
*/
|
||||
private validatePrefabData(data: unknown): asserts data is IPrefabData {
|
||||
if (!data || typeof data !== 'object') {
|
||||
throw new Error('Invalid prefab data: expected object');
|
||||
}
|
||||
|
||||
const prefab = data as Partial<IPrefabData>;
|
||||
|
||||
// 验证版本号 | Validate version
|
||||
if (typeof prefab.version !== 'number') {
|
||||
throw new Error('Invalid prefab data: missing or invalid version');
|
||||
}
|
||||
|
||||
// 验证元数据 | Validate metadata
|
||||
if (!prefab.metadata || typeof prefab.metadata !== 'object') {
|
||||
throw new Error('Invalid prefab data: missing or invalid metadata');
|
||||
}
|
||||
|
||||
const metadata = prefab.metadata;
|
||||
if (typeof metadata.name !== 'string') {
|
||||
throw new Error('Invalid prefab data: missing or invalid metadata.name');
|
||||
}
|
||||
if (!Array.isArray(metadata.componentTypes)) {
|
||||
throw new Error('Invalid prefab data: missing or invalid metadata.componentTypes');
|
||||
}
|
||||
if (!Array.isArray(metadata.referencedAssets)) {
|
||||
throw new Error('Invalid prefab data: missing or invalid metadata.referencedAssets');
|
||||
}
|
||||
|
||||
// 验证根实体 | Validate root entity
|
||||
if (!prefab.root || typeof prefab.root !== 'object') {
|
||||
throw new Error('Invalid prefab data: missing or invalid root entity');
|
||||
}
|
||||
|
||||
this.validateSerializedEntity(prefab.root);
|
||||
|
||||
// 验证组件类型注册表 | Validate component type registry
|
||||
if (!Array.isArray(prefab.componentTypeRegistry)) {
|
||||
throw new Error('Invalid prefab data: missing or invalid componentTypeRegistry');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 验证序列化实体格式
|
||||
* Validate serialized entity format
|
||||
*/
|
||||
private validateSerializedEntity(entity: unknown): void {
|
||||
if (!entity || typeof entity !== 'object') {
|
||||
throw new Error('Invalid entity data: expected object');
|
||||
}
|
||||
|
||||
const e = entity as Partial<SerializedPrefabEntity>;
|
||||
|
||||
if (typeof e.id !== 'number') {
|
||||
throw new Error('Invalid entity data: missing or invalid id');
|
||||
}
|
||||
if (typeof e.name !== 'string') {
|
||||
throw new Error('Invalid entity data: missing or invalid name');
|
||||
}
|
||||
if (!Array.isArray(e.components)) {
|
||||
throw new Error('Invalid entity data: missing or invalid components array');
|
||||
}
|
||||
if (!Array.isArray(e.children)) {
|
||||
throw new Error('Invalid entity data: missing or invalid children array');
|
||||
}
|
||||
|
||||
// 递归验证子实体 | Recursively validate child entities
|
||||
for (const child of e.children) {
|
||||
this.validateSerializedEntity(child);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -38,6 +38,18 @@ export class TextureLoader implements IAssetLoader<ITextureAsset> {
|
||||
|
||||
private static _nextTextureId = 1;
|
||||
|
||||
/**
|
||||
* Reset texture ID counter
|
||||
* 重置纹理 ID 计数器
|
||||
*
|
||||
* This should be called when restoring scene snapshots to ensure
|
||||
* textures start with fresh IDs.
|
||||
* 在恢复场景快照时应调用此方法,以确保纹理从新 ID 开始。
|
||||
*/
|
||||
static resetTextureIdCounter(): void {
|
||||
TextureLoader._nextTextureId = 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Parse texture from image content.
|
||||
* 从图片内容解析纹理。
|
||||
|
||||
239
packages/asset-system/src/services/PathResolutionService.ts
Normal file
239
packages/asset-system/src/services/PathResolutionService.ts
Normal file
@@ -0,0 +1,239 @@
|
||||
/**
|
||||
* 路径解析服务
|
||||
* Path Resolution Service
|
||||
*
|
||||
* 提供统一的路径解析接口,处理编辑器、Catalog、运行时三层路径转换。
|
||||
* Provides unified path resolution interface for editor, catalog, and runtime path conversion.
|
||||
*
|
||||
* 路径格式约定 | Path Format Convention:
|
||||
* - 编辑器路径 (Editor Path): 绝对路径,如 `C:\Project\assets\textures\bg.png`
|
||||
* - Catalog 路径 (Catalog Path): 相对于 assets 目录,不含 `assets/` 前缀,如 `textures/bg.png`
|
||||
* - 运行时 URL (Runtime URL): 完整 URL,如 `./assets/textures/bg.png` 或 `https://cdn.example.com/assets/textures/bg.png`
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { PathResolutionServiceToken, type IPathResolutionService } from '@esengine/asset-system';
|
||||
*
|
||||
* // 获取服务
|
||||
* const pathService = context.services.get(PathResolutionServiceToken);
|
||||
*
|
||||
* // Catalog 路径转运行时 URL
|
||||
* const url = pathService.catalogToRuntime('textures/bg.png');
|
||||
* // => './assets/textures/bg.png'
|
||||
*
|
||||
* // 编辑器路径转 Catalog 路径
|
||||
* const catalogPath = pathService.editorToCatalog('C:\\Project\\assets\\textures\\bg.png', 'C:\\Project');
|
||||
* // => 'textures/bg.png'
|
||||
* ```
|
||||
*/
|
||||
|
||||
import { createServiceToken } from '@esengine/ecs-framework';
|
||||
|
||||
// ============================================================================
|
||||
// 接口定义 | Interface Definitions
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* 路径解析服务接口
|
||||
* Path resolution service interface
|
||||
*/
|
||||
export interface IPathResolutionService {
|
||||
/**
|
||||
* 将 Catalog 路径转换为运行时 URL
|
||||
* Convert catalog path to runtime URL
|
||||
*
|
||||
* @param catalogPath Catalog 路径(相对于 assets 目录,不含 assets/ 前缀)
|
||||
* @returns 运行时 URL
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 输入: 'textures/bg.png'
|
||||
* // 输出: './assets/textures/bg.png' (取决于 baseUrl 配置)
|
||||
* pathService.catalogToRuntime('textures/bg.png');
|
||||
* ```
|
||||
*/
|
||||
catalogToRuntime(catalogPath: string): string;
|
||||
|
||||
/**
|
||||
* 将编辑器绝对路径转换为 Catalog 路径
|
||||
* Convert editor absolute path to catalog path
|
||||
*
|
||||
* @param editorPath 编辑器绝对路径
|
||||
* @param projectRoot 项目根目录
|
||||
* @returns Catalog 路径(相对于 assets 目录,不含 assets/ 前缀)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 输入: 'C:\\Project\\assets\\textures\\bg.png', 'C:\\Project'
|
||||
* // 输出: 'textures/bg.png'
|
||||
* pathService.editorToCatalog('C:\\Project\\assets\\textures\\bg.png', 'C:\\Project');
|
||||
* ```
|
||||
*/
|
||||
editorToCatalog(editorPath: string, projectRoot: string): string;
|
||||
|
||||
/**
|
||||
* 设置运行时基础 URL
|
||||
* Set runtime base URL
|
||||
*
|
||||
* @param url 基础 URL(通常为 './assets' 或 CDN URL)
|
||||
*/
|
||||
setBaseUrl(url: string): void;
|
||||
|
||||
/**
|
||||
* 获取当前基础 URL
|
||||
* Get current base URL
|
||||
*/
|
||||
getBaseUrl(): string;
|
||||
|
||||
/**
|
||||
* 规范化路径(统一斜杠方向,移除重复斜杠)
|
||||
* Normalize path (unify slash direction, remove duplicate slashes)
|
||||
*
|
||||
* @param path 输入路径
|
||||
* @returns 规范化后的路径
|
||||
*/
|
||||
normalize(path: string): string;
|
||||
|
||||
/**
|
||||
* 检查路径是否为绝对 URL
|
||||
* Check if path is absolute URL
|
||||
*
|
||||
* @param path 输入路径
|
||||
* @returns 是否为绝对 URL
|
||||
*/
|
||||
isAbsoluteUrl(path: string): boolean;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 服务令牌 | Service Token
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* 路径解析服务令牌
|
||||
* Path resolution service token
|
||||
*/
|
||||
export const PathResolutionServiceToken = createServiceToken<IPathResolutionService>('pathResolutionService');
|
||||
|
||||
// ============================================================================
|
||||
// 默认实现 | Default Implementation
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* 路径解析服务默认实现
|
||||
* Default path resolution service implementation
|
||||
*/
|
||||
export class PathResolutionService implements IPathResolutionService {
|
||||
private _baseUrl: string = './assets';
|
||||
private _assetsDir: string = 'assets';
|
||||
|
||||
/**
|
||||
* 创建路径解析服务
|
||||
* Create path resolution service
|
||||
*
|
||||
* @param baseUrl 基础 URL(默认 './assets')
|
||||
*/
|
||||
constructor(baseUrl?: string) {
|
||||
if (baseUrl !== undefined) {
|
||||
this._baseUrl = baseUrl;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 将 Catalog 路径转换为运行时 URL
|
||||
* Convert catalog path to runtime URL
|
||||
*/
|
||||
catalogToRuntime(catalogPath: string): string {
|
||||
// 空路径直接返回
|
||||
if (!catalogPath) {
|
||||
return catalogPath;
|
||||
}
|
||||
|
||||
// 已经是绝对 URL 则直接返回
|
||||
if (this.isAbsoluteUrl(catalogPath)) {
|
||||
return catalogPath;
|
||||
}
|
||||
|
||||
// Data URL 直接返回
|
||||
if (catalogPath.startsWith('data:')) {
|
||||
return catalogPath;
|
||||
}
|
||||
|
||||
// 规范化路径
|
||||
let normalized = this.normalize(catalogPath);
|
||||
|
||||
// 移除开头的斜杠
|
||||
normalized = normalized.replace(/^\/+/, '');
|
||||
|
||||
// 如果路径以 'assets/' 开头,移除它(避免重复)
|
||||
// Catalog 路径不应包含 assets/ 前缀
|
||||
if (normalized.startsWith('assets/')) {
|
||||
normalized = normalized.substring(7);
|
||||
}
|
||||
|
||||
// 构建完整 URL
|
||||
const base = this._baseUrl.replace(/\/+$/, ''); // 移除尾部斜杠
|
||||
return `${base}/${normalized}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* 将编辑器绝对路径转换为 Catalog 路径
|
||||
* Convert editor absolute path to catalog path
|
||||
*/
|
||||
editorToCatalog(editorPath: string, projectRoot: string): string {
|
||||
// 规范化路径
|
||||
let normalizedPath = this.normalize(editorPath);
|
||||
let normalizedRoot = this.normalize(projectRoot);
|
||||
|
||||
// 确保根路径以斜杠结尾
|
||||
if (!normalizedRoot.endsWith('/')) {
|
||||
normalizedRoot += '/';
|
||||
}
|
||||
|
||||
// 移除项目根路径前缀
|
||||
if (normalizedPath.startsWith(normalizedRoot)) {
|
||||
normalizedPath = normalizedPath.substring(normalizedRoot.length);
|
||||
}
|
||||
|
||||
// 移除 assets/ 前缀(如果存在)
|
||||
const assetsPrefix = `${this._assetsDir}/`;
|
||||
if (normalizedPath.startsWith(assetsPrefix)) {
|
||||
normalizedPath = normalizedPath.substring(assetsPrefix.length);
|
||||
}
|
||||
|
||||
return normalizedPath;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置运行时基础 URL
|
||||
* Set runtime base URL
|
||||
*/
|
||||
setBaseUrl(url: string): void {
|
||||
this._baseUrl = url;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前基础 URL
|
||||
* Get current base URL
|
||||
*/
|
||||
getBaseUrl(): string {
|
||||
return this._baseUrl;
|
||||
}
|
||||
|
||||
/**
|
||||
* 规范化路径
|
||||
* Normalize path
|
||||
*/
|
||||
normalize(path: string): string {
|
||||
return path
|
||||
.replace(/\\/g, '/') // 反斜杠转正斜杠
|
||||
.replace(/\/+/g, '/'); // 移除重复斜杠
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查路径是否为绝对 URL
|
||||
* Check if path is absolute URL
|
||||
*/
|
||||
isAbsoluteUrl(path: string): boolean {
|
||||
return /^(https?:\/\/|file:\/\/|asset:\/\/|blob:)/.test(path);
|
||||
}
|
||||
}
|
||||
@@ -15,12 +15,16 @@
|
||||
* ```
|
||||
*/
|
||||
|
||||
import { createServiceToken } from '@esengine/engine-core';
|
||||
import { createServiceToken } from '@esengine/ecs-framework';
|
||||
import type { IAssetManager } from './interfaces/IAssetManager';
|
||||
import type { IPrefabService } from './interfaces/IPrefabAsset';
|
||||
import type { IPathResolutionService } from './services/PathResolutionService';
|
||||
|
||||
// 重新导出接口方便使用 | Re-export interface for convenience
|
||||
export type { IAssetManager } from './interfaces/IAssetManager';
|
||||
export type { IAssetLoadResult } from './types/AssetTypes';
|
||||
export type { IPrefabService, IPrefabAsset, IPrefabData, IPrefabMetadata } from './interfaces/IPrefabAsset';
|
||||
export type { IPathResolutionService } from './services/PathResolutionService';
|
||||
|
||||
/**
|
||||
* 资产管理器服务令牌
|
||||
@@ -30,3 +34,21 @@ export type { IAssetLoadResult } from './types/AssetTypes';
|
||||
* For registering and getting asset manager service.
|
||||
*/
|
||||
export const AssetManagerToken = createServiceToken<IAssetManager>('assetManager');
|
||||
|
||||
/**
|
||||
* 预制体服务令牌
|
||||
* Prefab service token
|
||||
*
|
||||
* 用于注册和获取预制体服务。
|
||||
* For registering and getting prefab service.
|
||||
*/
|
||||
export const PrefabServiceToken = createServiceToken<IPrefabService>('prefabService');
|
||||
|
||||
/**
|
||||
* 路径解析服务令牌
|
||||
* Path resolution service token
|
||||
*
|
||||
* 用于注册和获取路径解析服务。
|
||||
* For registering and getting path resolution service.
|
||||
*/
|
||||
export const PathResolutionServiceToken = createServiceToken<IPathResolutionService>('pathResolutionService');
|
||||
|
||||
239
packages/asset-system/src/utils/AssetCollector.ts
Normal file
239
packages/asset-system/src/utils/AssetCollector.ts
Normal file
@@ -0,0 +1,239 @@
|
||||
/**
|
||||
* 通用资产收集器
|
||||
* Generic Asset Collector
|
||||
*
|
||||
* 从序列化的场景数据中自动收集资产引用。
|
||||
* 支持基于字段名模式和 Property 元数据两种识别方式。
|
||||
*
|
||||
* Automatically collects asset references from serialized scene data.
|
||||
* Supports both field name pattern matching and Property metadata recognition.
|
||||
*/
|
||||
|
||||
/**
|
||||
* 场景资产引用信息(用于构建时收集)
|
||||
* Scene asset reference info (for build-time collection)
|
||||
*/
|
||||
export interface SceneAssetRef {
|
||||
/** 资产 GUID | Asset GUID */
|
||||
guid: string;
|
||||
/** 来源组件类型 | Source component type */
|
||||
componentType: string;
|
||||
/** 来源字段名 | Source field name */
|
||||
fieldName: string;
|
||||
/** 实体名称(可选)| Entity name (optional) */
|
||||
entityName?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 资产字段模式配置
|
||||
* Asset field pattern configuration
|
||||
*/
|
||||
export interface AssetFieldPattern {
|
||||
/** 字段名模式(正则表达式)| Field name pattern (regex) */
|
||||
pattern: RegExp;
|
||||
/** 字段类型(用于分类)| Field type (for categorization) */
|
||||
type?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 默认资产字段模式
|
||||
* Default asset field patterns
|
||||
*
|
||||
* 这些模式用于识别常见的资产引用字段
|
||||
* These patterns are used to identify common asset reference fields
|
||||
*/
|
||||
export const DEFAULT_ASSET_PATTERNS: AssetFieldPattern[] = [
|
||||
// GUID 类字段 | GUID-like fields
|
||||
{ pattern: /^.*[Gg]uid$/, type: 'guid' },
|
||||
{ pattern: /^.*[Aa]sset[Ii]d$/, type: 'guid' },
|
||||
{ pattern: /^.*[Aa]ssetGuid$/, type: 'guid' },
|
||||
|
||||
// 纹理/贴图字段 | Texture fields
|
||||
{ pattern: /^texture$/, type: 'texture' },
|
||||
{ pattern: /^.*[Tt]exture[Pp]ath$/, type: 'texture' },
|
||||
|
||||
// 音频字段 | Audio fields
|
||||
{ pattern: /^clip$/, type: 'audio' },
|
||||
{ pattern: /^.*[Aa]udio[Pp]ath$/, type: 'audio' },
|
||||
|
||||
// 通用路径字段 | Generic path fields
|
||||
{ pattern: /^.*[Pp]ath$/, type: 'path' },
|
||||
];
|
||||
|
||||
/**
|
||||
* 检查值是否像 GUID
|
||||
* Check if value looks like a GUID
|
||||
*/
|
||||
function isGuidLike(value: unknown): value is string {
|
||||
if (typeof value !== 'string') return false;
|
||||
// GUID 格式: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx
|
||||
// 或者简单的包含连字符的长字符串
|
||||
return /^[a-f0-9]{8}-[a-f0-9]{4}-[a-f0-9]{4}-[a-f0-9]{4}-[a-f0-9]{12}$/i.test(value) ||
|
||||
(value.includes('-') && value.length >= 30 && value.length <= 40);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从组件数据中收集资产引用
|
||||
* Collect asset references from component data
|
||||
*/
|
||||
function collectFromComponentData(
|
||||
componentType: string,
|
||||
data: Record<string, unknown>,
|
||||
patterns: AssetFieldPattern[],
|
||||
entityName?: string
|
||||
): SceneAssetRef[] {
|
||||
const references: SceneAssetRef[] = [];
|
||||
|
||||
for (const [fieldName, value] of Object.entries(data)) {
|
||||
// 检查是否匹配任何资产字段模式
|
||||
// Check if matches any asset field pattern
|
||||
const matchesPattern = patterns.some(p => p.pattern.test(fieldName));
|
||||
|
||||
if (matchesPattern) {
|
||||
// 处理单个值 | Handle single value
|
||||
if (isGuidLike(value)) {
|
||||
references.push({
|
||||
guid: value,
|
||||
componentType,
|
||||
fieldName,
|
||||
entityName
|
||||
});
|
||||
}
|
||||
// 处理数组 | Handle array
|
||||
else if (Array.isArray(value)) {
|
||||
for (const item of value) {
|
||||
if (isGuidLike(item)) {
|
||||
references.push({
|
||||
guid: item,
|
||||
componentType,
|
||||
fieldName,
|
||||
entityName
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 特殊处理已知的数组字段(如 particleAssets)
|
||||
// Special handling for known array fields (like particleAssets)
|
||||
if (fieldName === 'particleAssets' && Array.isArray(value)) {
|
||||
for (const item of value) {
|
||||
if (isGuidLike(item)) {
|
||||
references.push({
|
||||
guid: item,
|
||||
componentType,
|
||||
fieldName,
|
||||
entityName
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return references;
|
||||
}
|
||||
|
||||
/**
|
||||
* 实体类型定义(支持嵌套 children)
|
||||
* Entity type definition (supports nested children)
|
||||
*/
|
||||
interface EntityData {
|
||||
name?: string;
|
||||
components?: Array<{ type: string; data?: Record<string, unknown> }>;
|
||||
children?: EntityData[];
|
||||
}
|
||||
|
||||
/**
|
||||
* 递归处理实体及其子实体
|
||||
* Recursively process entity and its children
|
||||
*/
|
||||
function collectFromEntity(
|
||||
entity: EntityData,
|
||||
patterns: AssetFieldPattern[],
|
||||
references: SceneAssetRef[]
|
||||
): void {
|
||||
const entityName = entity.name;
|
||||
|
||||
// 处理当前实体的组件 | Process current entity's components
|
||||
if (entity.components) {
|
||||
for (const component of entity.components) {
|
||||
if (!component.data) continue;
|
||||
|
||||
const componentRefs = collectFromComponentData(
|
||||
component.type,
|
||||
component.data,
|
||||
patterns,
|
||||
entityName
|
||||
);
|
||||
|
||||
references.push(...componentRefs);
|
||||
}
|
||||
}
|
||||
|
||||
// 递归处理子实体 | Recursively process children
|
||||
if (entity.children && Array.isArray(entity.children)) {
|
||||
for (const child of entity.children) {
|
||||
collectFromEntity(child, patterns, references);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 从序列化的场景数据中收集所有资产引用
|
||||
* Collect all asset references from serialized scene data
|
||||
*
|
||||
* @param sceneData 序列化的场景数据(JSON 对象)| Serialized scene data (JSON object)
|
||||
* @param patterns 资产字段模式(可选,默认使用内置模式)| Asset field patterns (optional, defaults to built-in patterns)
|
||||
* @returns 资产引用列表 | List of asset references
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const sceneData = JSON.parse(sceneJson);
|
||||
* const references = collectAssetReferences(sceneData);
|
||||
* for (const ref of references) {
|
||||
* console.log(`Found asset ${ref.guid} in ${ref.componentType}.${ref.fieldName}`);
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function collectAssetReferences(
|
||||
sceneData: { entities?: EntityData[] },
|
||||
patterns: AssetFieldPattern[] = DEFAULT_ASSET_PATTERNS
|
||||
): SceneAssetRef[] {
|
||||
const references: SceneAssetRef[] = [];
|
||||
|
||||
if (!sceneData.entities) {
|
||||
return references;
|
||||
}
|
||||
|
||||
// 遍历顶层实体,递归处理嵌套的子实体
|
||||
// Iterate top-level entities, recursively process nested children
|
||||
for (const entity of sceneData.entities) {
|
||||
collectFromEntity(entity, patterns, references);
|
||||
}
|
||||
|
||||
return references;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从资产引用列表中提取唯一的 GUID 集合
|
||||
* Extract unique GUID set from asset references
|
||||
*/
|
||||
export function extractUniqueGuids(references: SceneAssetRef[]): Set<string> {
|
||||
return new Set(references.map(ref => ref.guid));
|
||||
}
|
||||
|
||||
/**
|
||||
* 按组件类型分组资产引用
|
||||
* Group asset references by component type
|
||||
*/
|
||||
export function groupByComponentType(references: SceneAssetRef[]): Map<string, SceneAssetRef[]> {
|
||||
const groups = new Map<string, SceneAssetRef[]>();
|
||||
|
||||
for (const ref of references) {
|
||||
const existing = groups.get(ref.componentType) || [];
|
||||
existing.push(ref);
|
||||
groups.set(ref.componentType, existing);
|
||||
}
|
||||
|
||||
return groups;
|
||||
}
|
||||
@@ -3,56 +3,16 @@
|
||||
* 资产工具函数
|
||||
*
|
||||
* Provides common utilities for asset management:
|
||||
* - GUID validation and generation
|
||||
* - GUID validation and generation (re-exported from core)
|
||||
* - Content hashing
|
||||
* 提供资产管理的通用工具:
|
||||
* - GUID 验证和生成
|
||||
* - GUID 验证和生成(从 core 重导出)
|
||||
* - 内容哈希
|
||||
*/
|
||||
|
||||
import type { AssetGUID } from '../types/AssetTypes';
|
||||
|
||||
// ============================================================================
|
||||
// GUID Utilities
|
||||
// GUID 工具
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* UUID v4 regex pattern
|
||||
* UUID v4 正则表达式
|
||||
*/
|
||||
const UUID_REGEX = /^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i;
|
||||
|
||||
/**
|
||||
* Check if a string is a valid UUID v4 format
|
||||
* 检查字符串是否为有效的 UUID v4 格式
|
||||
*/
|
||||
export function isValidGUID(guid: string): boolean {
|
||||
return UUID_REGEX.test(guid);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a new UUID v4
|
||||
* 生成新的 UUID v4
|
||||
*
|
||||
* Uses crypto.randomUUID() if available, otherwise falls back to manual generation.
|
||||
* 如果可用则使用 crypto.randomUUID(),否则回退到手动生成。
|
||||
*/
|
||||
export function generateGUID(): AssetGUID {
|
||||
// Use native crypto if available (Node.js, modern browsers)
|
||||
// 如果可用则使用原生 crypto(Node.js、现代浏览器)
|
||||
if (typeof crypto !== 'undefined' && crypto.randomUUID) {
|
||||
return crypto.randomUUID();
|
||||
}
|
||||
|
||||
// Fallback: manual UUID v4 generation
|
||||
// 回退:手动生成 UUID v4
|
||||
return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, (c) => {
|
||||
const r = Math.random() * 16 | 0;
|
||||
const v = c === 'x' ? r : (r & 0x3 | 0x8);
|
||||
return v.toString(16);
|
||||
});
|
||||
}
|
||||
// Re-export GUID utilities from core (single source of truth)
|
||||
// 从 core 重导出 GUID 工具(单一来源)
|
||||
export { generateGUID, isValidGUID } from '@esengine/ecs-framework';
|
||||
|
||||
// ============================================================================
|
||||
// Hash Utilities
|
||||
|
||||
Reference in New Issue
Block a user