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:
@@ -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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*
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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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async loadTextureByGuid(guid: AssetGUID): Promise<number> {
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// 检查是否已有纹理ID / Check if texture ID exists
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@@ -140,14 +203,28 @@ 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 / Load through asset system
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// 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
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const result = await this._assetManager.loadAsset<ITextureAsset>(guid);
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const textureAsset = result.asset;
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const metadata = result.metadata;
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const engineUrl = this._pathResolver.catalogToRuntime(metadata.path);
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// 如果有引擎桥接,上传到GPU / Upload to GPU if bridge exists
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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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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._textureIdMap.set(guid, rustTextureId);
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return rustTextureId;
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}
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}
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// 回退:使用 TextureLoader 分配的 ID(兼容旧流程)
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// Fallback: Use TextureLoader allocated ID (for backward compatibility)
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const textureAsset = result.asset;
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if (this._engineBridge && textureAsset.data) {
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const metadata = result.metadata;
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await this._engineBridge.loadTexture(textureAsset.textureId, metadata.path);
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await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl);
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}
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// 缓存映射 / Cache mapping
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@@ -486,10 +563,38 @@ export class EngineIntegration {
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/**
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* Clear all texture mappings
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* 清空所有纹理映射
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*
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* This clears both local texture ID mappings and the AssetManager's
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* texture cache to ensure textures are fully reloaded.
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* 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。
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*
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* IMPORTANT: This also clears the Rust engine's texture cache to ensure
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* both JS and Rust layers are in sync.
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* 重要:这也会清除 Rust 引擎的纹理缓存,确保 JS 和 Rust 层同步。
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*/
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clearTextureMappings(): void {
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// 1. 清除本地映射
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// Clear local mappings
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this._textureIdMap.clear();
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this._pathToTextureId.clear();
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// 2. 清除 Rust 引擎的纹理缓存(如果可用)
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// Clear Rust engine's texture cache (if available)
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// 这确保下次加载时 Rust 会重新分配 ID
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// This ensures Rust will reallocate IDs on next load
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if (this._engineBridge?.clearAllTextures) {
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this._engineBridge.clearAllTextures();
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}
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// 3. 清除 AssetManager 中的纹理资产缓存
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// Clear texture asset cache in AssetManager
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// 强制清除以确保纹理使用新的 ID 重新加载
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// Force clear to ensure textures are reloaded with new IDs
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this._assetManager.unloadAssetsByType(AssetType.Texture, true);
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// 4. 重置 TextureLoader 的 ID 计数器(保持向后兼容)
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// Reset TextureLoader's ID counter (for backward compatibility)
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TextureLoader.resetTextureIdCounter();
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}
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/**
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