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": "core",
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"name": "@esengine/ecs-framework",
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"globalKey": "ecsFramework",
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"displayName": "Core ECS",
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"outputPath": "dist/index.mjs",
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"description": "Core Entity-Component-System framework | 核心 ECS 框架",
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@@ -42,14 +42,23 @@ export interface ServiceToken<T> {
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* 创建服务令牌
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* Create a service token
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*
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* 使用 Symbol.for() 确保相同名称的令牌在不同模块中引用同一个 Symbol。
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* Uses Symbol.for() to ensure tokens with the same name reference the same Symbol across modules.
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*
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* 这解决了跨包场景下服务注册和获取使用不同 Symbol 的问题。
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* This fixes the issue where service registration and retrieval use different Symbols across packages.
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*
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* @param name 令牌名称 | Token name
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* @returns 服务令牌 | Service token
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*/
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export function createServiceToken<T>(name: string): ServiceToken<T> {
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// __phantom 仅用于类型推断,运行时不需要实际值
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// __phantom is only for type inference, no actual value needed at runtime
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// 使用 Symbol.for() 从全局 Symbol 注册表获取或创建 Symbol
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// 这确保相同名称在任何地方都返回同一个 Symbol
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// Use Symbol.for() to get or create Symbol from global Symbol registry
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// This ensures the same name returns the same Symbol everywhere
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const tokenKey = `@esengine/service:${name}`;
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return {
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id: Symbol(name),
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id: Symbol.for(tokenKey),
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name
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} as ServiceToken<T>;
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}
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284
packages/core/src/Core/RuntimeModeService.ts
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284
packages/core/src/Core/RuntimeModeService.ts
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@@ -0,0 +1,284 @@
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/**
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* 运行时模式服务
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* Runtime Mode Service
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*
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* 提供统一的运行时模式查询接口,使第三方模块能够感知当前运行环境。
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* Provides unified runtime mode query interface for third-party modules to be aware of current runtime environment.
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*
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* 模式定义 | Mode Definitions:
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* - Editor 模式:编辑器环境,显示网格、Gizmos、坐标轴等
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* - Playing 模式:游戏运行中(Play 按钮已按下)
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* - Preview 模式:预览模式(场景预览但不是完整的游戏运行)
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*
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* @example
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* ```typescript
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* import { RuntimeModeToken, type IRuntimeMode } from '@esengine/ecs-framework';
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*
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* // 获取服务
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* const runtimeMode = context.services.get(RuntimeModeToken);
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*
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* // 检查当前模式
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* if (runtimeMode?.isEditor) {
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* // 编辑器特定逻辑
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* }
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*
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* // 监听模式变化
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* const unsubscribe = runtimeMode?.onModeChanged((mode) => {
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* console.log('Mode changed:', mode.isPlaying ? 'Playing' : 'Stopped');
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* });
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* ```
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*/
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import { createServiceToken } from './PluginServiceRegistry';
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// ============================================================================
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// 接口定义 | Interface Definitions
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// ============================================================================
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/**
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* 运行时模式接口
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* Runtime mode interface
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*/
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export interface IRuntimeMode {
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/**
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* 是否为编辑器模式
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* Whether in editor mode
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*
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* 编辑器模式下会显示网格、Gizmos、坐标轴指示器等辅助元素。
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* In editor mode, grid, gizmos, axis indicator and other helper elements are shown.
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*/
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readonly isEditor: boolean;
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/**
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* 是否正在播放(游戏运行中)
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* Whether playing (game is running)
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*
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* 当用户点击 Play 按钮后为 true,点击 Stop 后为 false。
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* True after user clicks Play button, false after clicking Stop.
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*/
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readonly isPlaying: boolean;
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/**
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* 是否为预览模式
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* Whether in preview mode
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*
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* 预览模式是编辑器中的场景预览,不是完整的游戏运行。
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* Preview mode is scene preview in editor, not full game runtime.
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*/
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readonly isPreview: boolean;
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/**
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* 是否为独立运行时(非编辑器环境)
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* Whether in standalone runtime (non-editor environment)
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*
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* Web 构建、移动端等独立运行环境中为 true。
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* True in standalone runtime environments like web build, mobile, etc.
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*/
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readonly isStandalone: boolean;
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/**
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* 订阅模式变化事件
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* Subscribe to mode change events
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*
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* @param callback 模式变化回调
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* @returns 取消订阅函数
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*/
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onModeChanged(callback: (mode: IRuntimeMode) => void): () => void;
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}
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// ============================================================================
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// 服务令牌 | Service Token
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// ============================================================================
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/**
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* 运行时模式服务令牌
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* Runtime mode service token
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*/
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export const RuntimeModeToken = createServiceToken<IRuntimeMode>('runtimeMode');
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// ============================================================================
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// 默认实现 | Default Implementation
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// ============================================================================
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/**
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* 模式变化回调类型
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* Mode change callback type
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*/
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type ModeChangeCallback = (mode: IRuntimeMode) => void;
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/**
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* 运行时模式服务配置
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* Runtime mode service configuration
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*/
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export interface RuntimeModeConfig {
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/** 是否为编辑器模式 | Whether in editor mode */
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isEditor?: boolean;
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/** 是否正在播放 | Whether playing */
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isPlaying?: boolean;
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/** 是否为预览模式 | Whether in preview mode */
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isPreview?: boolean;
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}
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/**
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* 运行时模式服务默认实现
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* Default runtime mode service implementation
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*/
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export class RuntimeModeService implements IRuntimeMode {
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private _isEditor: boolean;
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private _isPlaying: boolean;
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private _isPreview: boolean;
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private _callbacks: Set<ModeChangeCallback> = new Set();
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/**
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* 创建运行时模式服务
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* Create runtime mode service
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*
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* @param config 初始配置
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*/
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constructor(config: RuntimeModeConfig = {}) {
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this._isEditor = config.isEditor ?? false;
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this._isPlaying = config.isPlaying ?? false;
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this._isPreview = config.isPreview ?? false;
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}
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// ========== IRuntimeMode 实现 ==========
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get isEditor(): boolean {
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return this._isEditor;
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}
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get isPlaying(): boolean {
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return this._isPlaying;
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}
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get isPreview(): boolean {
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return this._isPreview;
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}
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get isStandalone(): boolean {
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return !this._isEditor;
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}
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onModeChanged(callback: ModeChangeCallback): () => void {
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this._callbacks.add(callback);
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return () => {
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this._callbacks.delete(callback);
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};
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}
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// ========== 设置方法(供运行时内部使用)==========
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/**
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* 设置编辑器模式
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* Set editor mode
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*
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* @internal
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*/
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setEditorMode(isEditor: boolean): void {
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if (this._isEditor !== isEditor) {
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this._isEditor = isEditor;
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this._notifyChange();
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}
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}
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/**
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* 设置播放状态
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* Set playing state
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*
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* @internal
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*/
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setPlaying(isPlaying: boolean): void {
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if (this._isPlaying !== isPlaying) {
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this._isPlaying = isPlaying;
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this._notifyChange();
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}
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}
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/**
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* 设置预览模式
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* Set preview mode
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*
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* @internal
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*/
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setPreview(isPreview: boolean): void {
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if (this._isPreview !== isPreview) {
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this._isPreview = isPreview;
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this._notifyChange();
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}
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}
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/**
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* 批量更新模式
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* Batch update mode
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*
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* @internal
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*/
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updateMode(config: RuntimeModeConfig): void {
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let changed = false;
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if (config.isEditor !== undefined && this._isEditor !== config.isEditor) {
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this._isEditor = config.isEditor;
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changed = true;
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}
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if (config.isPlaying !== undefined && this._isPlaying !== config.isPlaying) {
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this._isPlaying = config.isPlaying;
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changed = true;
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}
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if (config.isPreview !== undefined && this._isPreview !== config.isPreview) {
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this._isPreview = config.isPreview;
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changed = true;
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}
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if (changed) {
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this._notifyChange();
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}
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}
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/**
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* 通知模式变化
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* Notify mode change
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*/
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private _notifyChange(): void {
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for (const callback of this._callbacks) {
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try {
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callback(this);
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} catch (error) {
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console.error('[RuntimeModeService] Callback error:', error);
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}
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}
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}
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/**
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* 释放资源
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* Dispose resources
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*/
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dispose(): void {
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this._callbacks.clear();
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}
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}
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/**
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* 创建编辑器模式服务
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* Create editor mode service
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*/
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export function createEditorModeService(): RuntimeModeService {
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return new RuntimeModeService({
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isEditor: true,
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isPlaying: false,
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isPreview: false
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});
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}
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/**
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* 创建独立运行时模式服务
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* Create standalone runtime mode service
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*/
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export function createStandaloneModeService(): RuntimeModeService {
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return new RuntimeModeService({
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isEditor: false,
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isPlaying: true,
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isPreview: false
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});
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}
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@@ -19,7 +19,7 @@ import { Serializable, Serialize } from '../Serialization/SerializationDecorator
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* const children = hierarchySystem.getChildren(entity);
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* ```
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*/
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@ECSComponent('Hierarchy')
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@ECSComponent('Hierarchy', { editor: { hideInInspector: true } })
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@Serializable({ version: 1, typeId: 'Hierarchy' })
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export class HierarchyComponent extends Component {
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/**
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211
packages/core/src/ECS/Components/PrefabInstanceComponent.ts
Normal file
211
packages/core/src/ECS/Components/PrefabInstanceComponent.ts
Normal file
@@ -0,0 +1,211 @@
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/**
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* 预制体实例组件 - 用于追踪预制体实例
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* Prefab instance component - for tracking prefab instances
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*
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* 当实体从预制体实例化时,会自动添加此组件以追踪其源预制体。
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* When an entity is instantiated from a prefab, this component is automatically added to track its source.
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*/
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import { Component } from '../Component';
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import { ECSComponent } from '../Decorators';
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import { Serializable, Serialize } from '../Serialization/SerializationDecorators';
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/**
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* 预制体实例组件
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* Prefab instance component
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*
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* 标记实体为预制体实例,并存储与源预制体的关联信息。
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* Marks an entity as a prefab instance and stores association with source prefab.
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*
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* @example
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* ```typescript
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* // 检查实体是否为预制体实例 | Check if entity is a prefab instance
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* const prefabComp = entity.getComponent(PrefabInstanceComponent);
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* if (prefabComp) {
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* console.log(`Instance of prefab: ${prefabComp.sourcePrefabGuid}`);
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* }
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* ```
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*/
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@ECSComponent('PrefabInstance', { editor: { hideInInspector: true } })
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@Serializable({ version: 1, typeId: 'PrefabInstance' })
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export class PrefabInstanceComponent extends Component {
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/**
|
||||
* 源预制体的资产 GUID
|
||||
* Source prefab asset GUID
|
||||
*/
|
||||
@Serialize()
|
||||
public sourcePrefabGuid: string = '';
|
||||
|
||||
/**
|
||||
* 源预制体的资产路径(用于显示和调试)
|
||||
* Source prefab asset path (for display and debugging)
|
||||
*/
|
||||
@Serialize()
|
||||
public sourcePrefabPath: string = '';
|
||||
|
||||
/**
|
||||
* 是否为预制体层级的根实体
|
||||
* Whether this is the root entity of the prefab hierarchy
|
||||
*/
|
||||
@Serialize()
|
||||
public isRoot: boolean = false;
|
||||
|
||||
/**
|
||||
* 根预制体实例的实体 ID(用于子实体追溯到根实例)
|
||||
* Entity ID of the root prefab instance (for child entities to trace back to root)
|
||||
*/
|
||||
@Serialize()
|
||||
public rootInstanceEntityId: number | null = null;
|
||||
|
||||
/**
|
||||
* 属性覆盖记录
|
||||
* Property override records
|
||||
*
|
||||
* 记录哪些属性被用户修改过,格式:componentType.propertyPath
|
||||
* Records which properties have been modified by user, format: componentType.propertyPath
|
||||
*/
|
||||
@Serialize()
|
||||
public modifiedProperties: string[] = [];
|
||||
|
||||
/**
|
||||
* 实例化时间戳
|
||||
* Instantiation timestamp
|
||||
*/
|
||||
@Serialize()
|
||||
public instantiatedAt: number = 0;
|
||||
|
||||
/**
|
||||
* 属性原始值存储
|
||||
* Original property values storage
|
||||
*
|
||||
* 存储被修改属性的原始值,用于还原操作。
|
||||
* Stores original values of modified properties for revert operations.
|
||||
* 格式:{ "ComponentType.propertyPath": originalValue }
|
||||
* Format: { "ComponentType.propertyPath": originalValue }
|
||||
*/
|
||||
@Serialize()
|
||||
public originalValues: Record<string, unknown> = {};
|
||||
|
||||
constructor(
|
||||
sourcePrefabGuid: string = '',
|
||||
sourcePrefabPath: string = '',
|
||||
isRoot: boolean = false
|
||||
) {
|
||||
super();
|
||||
this.sourcePrefabGuid = sourcePrefabGuid;
|
||||
this.sourcePrefabPath = sourcePrefabPath;
|
||||
this.isRoot = isRoot;
|
||||
this.instantiatedAt = Date.now();
|
||||
}
|
||||
|
||||
/**
|
||||
* 标记属性为已修改
|
||||
* Mark a property as modified
|
||||
*
|
||||
* @param componentType - 组件类型名称 | Component type name
|
||||
* @param propertyPath - 属性路径 | Property path
|
||||
*/
|
||||
public markPropertyModified(componentType: string, propertyPath: string): void {
|
||||
const key = `${componentType}.${propertyPath}`;
|
||||
if (!this.modifiedProperties.includes(key)) {
|
||||
this.modifiedProperties.push(key);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查属性是否已被修改
|
||||
* Check if a property has been modified
|
||||
*
|
||||
* @param componentType - 组件类型名称 | Component type name
|
||||
* @param propertyPath - 属性路径 | Property path
|
||||
* @returns 是否已修改 | Whether it has been modified
|
||||
*/
|
||||
public isPropertyModified(componentType: string, propertyPath: string): boolean {
|
||||
const key = `${componentType}.${propertyPath}`;
|
||||
return this.modifiedProperties.includes(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除属性修改标记
|
||||
* Clear property modification mark
|
||||
*
|
||||
* @param componentType - 组件类型名称 | Component type name
|
||||
* @param propertyPath - 属性路径 | Property path
|
||||
*/
|
||||
public clearPropertyModified(componentType: string, propertyPath: string): void {
|
||||
const key = `${componentType}.${propertyPath}`;
|
||||
const index = this.modifiedProperties.indexOf(key);
|
||||
if (index !== -1) {
|
||||
this.modifiedProperties.splice(index, 1);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除所有属性修改标记
|
||||
* Clear all property modification marks
|
||||
*/
|
||||
public clearAllModifications(): void {
|
||||
this.modifiedProperties = [];
|
||||
this.originalValues = {};
|
||||
}
|
||||
|
||||
/**
|
||||
* 存储属性的原始值
|
||||
* Store original value of a property
|
||||
*
|
||||
* 只有在第一次修改时才存储,后续修改不覆盖。
|
||||
* Only stores on first modification, subsequent modifications don't overwrite.
|
||||
*
|
||||
* @param componentType - 组件类型名称 | Component type name
|
||||
* @param propertyPath - 属性路径 | Property path
|
||||
* @param value - 原始值 | Original value
|
||||
*/
|
||||
public storeOriginalValue(componentType: string, propertyPath: string, value: unknown): void {
|
||||
const key = `${componentType}.${propertyPath}`;
|
||||
// 只在第一次修改时存储原始值 | Only store on first modification
|
||||
if (!(key in this.originalValues)) {
|
||||
// 深拷贝值以防止引用问题 | Deep clone to prevent reference issues
|
||||
this.originalValues[key] = this.deepClone(value);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取属性的原始值
|
||||
* Get original value of a property
|
||||
*
|
||||
* @param key - 属性键(格式:componentType.propertyPath)| Property key (format: componentType.propertyPath)
|
||||
* @returns 原始值,如果不存在则返回 undefined | Original value or undefined if not found
|
||||
*/
|
||||
public getOriginalValue(key: string): unknown {
|
||||
return this.originalValues[key];
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否有属性的原始值
|
||||
* Check if original value exists for a property
|
||||
*
|
||||
* @param componentType - 组件类型名称 | Component type name
|
||||
* @param propertyPath - 属性路径 | Property path
|
||||
* @returns 是否存在原始值 | Whether original value exists
|
||||
*/
|
||||
public hasOriginalValue(componentType: string, propertyPath: string): boolean {
|
||||
const key = `${componentType}.${propertyPath}`;
|
||||
return key in this.originalValues;
|
||||
}
|
||||
|
||||
/**
|
||||
* 深拷贝值
|
||||
* Deep clone value
|
||||
*/
|
||||
private deepClone(value: unknown): unknown {
|
||||
if (value === null || value === undefined) return value;
|
||||
if (typeof value === 'object') {
|
||||
try {
|
||||
return JSON.parse(JSON.stringify(value));
|
||||
} catch {
|
||||
return value;
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
}
|
||||
@@ -1 +1,2 @@
|
||||
export { HierarchyComponent } from './HierarchyComponent';
|
||||
export { PrefabInstanceComponent } from './PrefabInstanceComponent';
|
||||
|
||||
@@ -29,6 +29,38 @@ export const COMPONENT_TYPE_NAME = Symbol('ComponentTypeName');
|
||||
*/
|
||||
export const COMPONENT_DEPENDENCIES = Symbol('ComponentDependencies');
|
||||
|
||||
/**
|
||||
* 存储组件编辑器选项的 Symbol 键
|
||||
* Symbol key for storing component editor options
|
||||
*/
|
||||
export const COMPONENT_EDITOR_OPTIONS = Symbol('ComponentEditorOptions');
|
||||
|
||||
/**
|
||||
* 组件编辑器选项
|
||||
* Component editor options
|
||||
*/
|
||||
export interface ComponentEditorOptions {
|
||||
/**
|
||||
* 是否在 Inspector 中隐藏此组件
|
||||
* Whether to hide this component in Inspector
|
||||
*
|
||||
* @default false
|
||||
*/
|
||||
hideInInspector?: boolean;
|
||||
|
||||
/**
|
||||
* 组件分类(用于 Inspector 中的分组显示)
|
||||
* Component category (for grouping in Inspector)
|
||||
*/
|
||||
category?: string;
|
||||
|
||||
/**
|
||||
* 组件图标(用于 Inspector 中的显示)
|
||||
* Component icon (for display in Inspector)
|
||||
*/
|
||||
icon?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查组件是否使用了 @ECSComponent 装饰器
|
||||
* Check if component has @ECSComponent decorator
|
||||
@@ -81,3 +113,48 @@ export function getComponentInstanceTypeName(component: Component): string {
|
||||
export function getComponentDependencies(componentType: ComponentType): string[] | undefined {
|
||||
return (componentType as any)[COMPONENT_DEPENDENCIES];
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取组件的编辑器选项
|
||||
* Get component editor options
|
||||
*
|
||||
* @param componentType 组件构造函数
|
||||
* @returns 编辑器选项
|
||||
*/
|
||||
export function getComponentEditorOptions(componentType: ComponentType): ComponentEditorOptions | undefined {
|
||||
return (componentType as any)[COMPONENT_EDITOR_OPTIONS];
|
||||
}
|
||||
|
||||
/**
|
||||
* 从组件实例获取编辑器选项
|
||||
* Get editor options from component instance
|
||||
*
|
||||
* @param component 组件实例
|
||||
* @returns 编辑器选项
|
||||
*/
|
||||
export function getComponentInstanceEditorOptions(component: Component): ComponentEditorOptions | undefined {
|
||||
return getComponentEditorOptions(component.constructor as ComponentType);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查组件是否应该在 Inspector 中隐藏
|
||||
* Check if component should be hidden in Inspector
|
||||
*
|
||||
* @param componentType 组件构造函数
|
||||
* @returns 是否隐藏
|
||||
*/
|
||||
export function isComponentHiddenInInspector(componentType: ComponentType): boolean {
|
||||
const options = getComponentEditorOptions(componentType);
|
||||
return options?.hideInInspector ?? false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从组件实例检查是否应该在 Inspector 中隐藏
|
||||
* Check if component instance should be hidden in Inspector
|
||||
*
|
||||
* @param component 组件实例
|
||||
* @returns 是否隐藏
|
||||
*/
|
||||
export function isComponentInstanceHiddenInInspector(component: Component): boolean {
|
||||
return isComponentHiddenInInspector(component.constructor as ComponentType);
|
||||
}
|
||||
|
||||
@@ -145,3 +145,36 @@ export function getEntityRefMetadata(component: any): EntityRefMetadata | null {
|
||||
export function hasEntityRef(component: any): boolean {
|
||||
return getEntityRefMetadata(component) !== null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查特定属性是否为EntityRef
|
||||
*
|
||||
* Check if a specific property is an EntityRef.
|
||||
*
|
||||
* @param component Component实例或Component类
|
||||
* @param propertyKey 属性名
|
||||
* @returns 如果是EntityRef属性返回true
|
||||
*/
|
||||
export function isEntityRefProperty(component: any, propertyKey: string): boolean {
|
||||
const metadata = getEntityRefMetadata(component);
|
||||
if (!metadata) {
|
||||
return false;
|
||||
}
|
||||
return metadata.properties.has(propertyKey);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取组件的所有EntityRef属性名
|
||||
*
|
||||
* Get all EntityRef property names of a component.
|
||||
*
|
||||
* @param component Component实例或Component类
|
||||
* @returns EntityRef属性名数组
|
||||
*/
|
||||
export function getEntityRefProperties(component: any): string[] {
|
||||
const metadata = getEntityRefMetadata(component);
|
||||
if (!metadata) {
|
||||
return [];
|
||||
}
|
||||
return Array.from(metadata.properties);
|
||||
}
|
||||
|
||||
@@ -1,12 +1,15 @@
|
||||
import 'reflect-metadata';
|
||||
|
||||
export type PropertyType = 'number' | 'integer' | 'string' | 'boolean' | 'color' | 'vector2' | 'vector3' | 'enum' | 'asset' | 'animationClips' | 'collisionLayer' | 'collisionMask';
|
||||
export type PropertyType = 'number' | 'integer' | 'string' | 'boolean' | 'color' | 'vector2' | 'vector3' | 'enum' | 'asset' | 'array' | 'animationClips' | 'collisionLayer' | 'collisionMask';
|
||||
|
||||
/**
|
||||
* 资源类型
|
||||
* Asset type for asset properties
|
||||
* 属性资源类型
|
||||
* Asset type for property decorators
|
||||
*/
|
||||
export type AssetType = 'texture' | 'audio' | 'scene' | 'prefab' | 'animation' | 'any';
|
||||
export type PropertyAssetType = 'texture' | 'audio' | 'scene' | 'prefab' | 'animation' | 'any';
|
||||
|
||||
/** @deprecated Use PropertyAssetType instead */
|
||||
export type AssetType = PropertyAssetType;
|
||||
|
||||
/**
|
||||
* 枚举选项 - 支持简单字符串或带标签的对象
|
||||
@@ -119,11 +122,52 @@ interface EnumPropertyOptions extends PropertyOptionsBase {
|
||||
interface AssetPropertyOptions extends PropertyOptionsBase {
|
||||
type: 'asset';
|
||||
/** 资源类型 | Asset type */
|
||||
assetType?: AssetType;
|
||||
assetType?: PropertyAssetType;
|
||||
/** 文件扩展名过滤 | File extension filter */
|
||||
extensions?: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* 数组元素类型选项
|
||||
* Array item type options
|
||||
*/
|
||||
export type ArrayItemType =
|
||||
| { type: 'string' }
|
||||
| { type: 'number'; min?: number; max?: number }
|
||||
| { type: 'integer'; min?: number; max?: number }
|
||||
| { type: 'boolean' }
|
||||
| { type: 'asset'; assetType?: PropertyAssetType; extensions?: string[] }
|
||||
| { type: 'vector2' }
|
||||
| { type: 'vector3' }
|
||||
| { type: 'color'; alpha?: boolean }
|
||||
| { type: 'enum'; options: EnumOption[] };
|
||||
|
||||
/**
|
||||
* 数组类型属性选项
|
||||
* Array property options
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* @Property({
|
||||
* type: 'array',
|
||||
* label: 'Particle Assets',
|
||||
* itemType: { type: 'asset', extensions: ['.particle'] }
|
||||
* })
|
||||
* public particleAssets: string[] = [];
|
||||
* ```
|
||||
*/
|
||||
interface ArrayPropertyOptions extends PropertyOptionsBase {
|
||||
type: 'array';
|
||||
/** 数组元素类型 | Array item type */
|
||||
itemType: ArrayItemType;
|
||||
/** 最小数组长度 | Minimum array length */
|
||||
minLength?: number;
|
||||
/** 最大数组长度 | Maximum array length */
|
||||
maxLength?: number;
|
||||
/** 是否允许重排序 | Allow reordering */
|
||||
reorderable?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* 动画剪辑类型属性选项
|
||||
* Animation clips property options
|
||||
@@ -160,6 +204,7 @@ export type PropertyOptions =
|
||||
| VectorPropertyOptions
|
||||
| EnumPropertyOptions
|
||||
| AssetPropertyOptions
|
||||
| ArrayPropertyOptions
|
||||
| AnimationClipsPropertyOptions
|
||||
| CollisionLayerPropertyOptions
|
||||
| CollisionMaskPropertyOptions;
|
||||
|
||||
@@ -13,7 +13,9 @@ import type { EntitySystem } from '../Systems';
|
||||
import { ComponentRegistry } from '../Core/ComponentStorage/ComponentRegistry';
|
||||
import {
|
||||
COMPONENT_TYPE_NAME,
|
||||
COMPONENT_DEPENDENCIES
|
||||
COMPONENT_DEPENDENCIES,
|
||||
COMPONENT_EDITOR_OPTIONS,
|
||||
type ComponentEditorOptions
|
||||
} from '../Core/ComponentStorage/ComponentTypeUtils';
|
||||
|
||||
/**
|
||||
@@ -29,6 +31,12 @@ export const SYSTEM_TYPE_NAME = Symbol('SystemTypeName');
|
||||
export interface ComponentOptions {
|
||||
/** 依赖的其他组件名称列表 | List of required component names */
|
||||
requires?: string[];
|
||||
|
||||
/**
|
||||
* 编辑器相关选项
|
||||
* Editor-related options
|
||||
*/
|
||||
editor?: ComponentEditorOptions;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -74,6 +82,12 @@ export function ECSComponent(typeName: string, options?: ComponentOptions) {
|
||||
(target as any)[COMPONENT_DEPENDENCIES] = options.requires;
|
||||
}
|
||||
|
||||
// 存储编辑器选项
|
||||
// Store editor options
|
||||
if (options?.editor) {
|
||||
(target as any)[COMPONENT_EDITOR_OPTIONS] = options.editor;
|
||||
}
|
||||
|
||||
// 自动注册到 ComponentRegistry,使组件可以通过名称查找
|
||||
// Auto-register to ComponentRegistry, enabling lookup by name
|
||||
ComponentRegistry.register(target);
|
||||
|
||||
@@ -5,13 +5,18 @@
|
||||
export {
|
||||
COMPONENT_TYPE_NAME,
|
||||
COMPONENT_DEPENDENCIES,
|
||||
COMPONENT_EDITOR_OPTIONS,
|
||||
getComponentTypeName,
|
||||
getComponentInstanceTypeName,
|
||||
getComponentDependencies,
|
||||
getComponentEditorOptions,
|
||||
getComponentInstanceEditorOptions,
|
||||
isComponentHiddenInInspector,
|
||||
isComponentInstanceHiddenInInspector,
|
||||
hasECSComponentDecorator
|
||||
} from '../Core/ComponentStorage/ComponentTypeUtils';
|
||||
|
||||
export type { ComponentType } from '../Core/ComponentStorage/ComponentTypeUtils';
|
||||
export type { ComponentType, ComponentEditorOptions } from '../Core/ComponentStorage/ComponentTypeUtils';
|
||||
|
||||
// ============================================================================
|
||||
// Type Decorators (ECSComponent, ECSSystem)
|
||||
@@ -36,6 +41,8 @@ export {
|
||||
EntityRef,
|
||||
getEntityRefMetadata,
|
||||
hasEntityRef,
|
||||
isEntityRefProperty,
|
||||
getEntityRefProperties,
|
||||
ENTITY_REF_METADATA
|
||||
} from './EntityRefDecorator';
|
||||
|
||||
@@ -57,6 +64,6 @@ export type {
|
||||
PropertyType,
|
||||
PropertyControl,
|
||||
PropertyAction,
|
||||
AssetType,
|
||||
PropertyAssetType,
|
||||
EnumOption
|
||||
} from './PropertyDecorator';
|
||||
|
||||
@@ -4,6 +4,7 @@ import { EEntityLifecyclePolicy } from './Core/EntityLifecyclePolicy';
|
||||
import { BitMask64Utils, BitMask64Data } from './Utils/BigIntCompatibility';
|
||||
import { createLogger } from '../Utils/Logger';
|
||||
import { getComponentInstanceTypeName, getComponentTypeName } from './Decorators';
|
||||
import { generateGUID } from '../Utils/GUID';
|
||||
import type { IScene } from './IScene';
|
||||
|
||||
/**
|
||||
@@ -75,10 +76,23 @@ export class Entity {
|
||||
public name: string;
|
||||
|
||||
/**
|
||||
* 实体唯一标识符
|
||||
* 实体唯一标识符(运行时 ID)
|
||||
*
|
||||
* Runtime identifier for fast lookups.
|
||||
*/
|
||||
public readonly id: number;
|
||||
|
||||
/**
|
||||
* 持久化唯一标识符(GUID)
|
||||
*
|
||||
* 用于序列化/反序列化时保持实体引用一致性。
|
||||
* 在场景保存和加载时保持不变。
|
||||
*
|
||||
* Persistent identifier for serialization.
|
||||
* Remains stable across save/load cycles.
|
||||
*/
|
||||
public readonly persistentId: string;
|
||||
|
||||
/**
|
||||
* 所属场景引用
|
||||
*/
|
||||
@@ -130,11 +144,13 @@ export class Entity {
|
||||
* 构造函数
|
||||
*
|
||||
* @param name - 实体名称
|
||||
* @param id - 实体唯一标识符
|
||||
* @param id - 实体唯一标识符(运行时 ID)
|
||||
* @param persistentId - 持久化标识符(可选,用于反序列化时恢复)
|
||||
*/
|
||||
constructor(name: string, id: number) {
|
||||
constructor(name: string, id: number, persistentId?: string) {
|
||||
this.name = name;
|
||||
this.id = id;
|
||||
this.persistentId = persistentId ?? generateGUID();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -779,7 +795,7 @@ export class Entity {
|
||||
* @returns 实体的字符串描述
|
||||
*/
|
||||
public toString(): string {
|
||||
return `Entity[${this.name}:${this.id}]`;
|
||||
return `Entity[${this.name}:${this.id}:${this.persistentId.slice(0, 8)}]`;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -790,6 +806,7 @@ export class Entity {
|
||||
public getDebugInfo(): {
|
||||
name: string;
|
||||
id: number;
|
||||
persistentId: string;
|
||||
enabled: boolean;
|
||||
active: boolean;
|
||||
destroyed: boolean;
|
||||
@@ -801,6 +818,7 @@ export class Entity {
|
||||
return {
|
||||
name: this.name,
|
||||
id: this.id,
|
||||
persistentId: this.persistentId,
|
||||
enabled: this._enabled,
|
||||
active: this._active,
|
||||
destroyed: this._isDestroyed,
|
||||
|
||||
@@ -6,10 +6,12 @@
|
||||
|
||||
import { Component } from '../Component';
|
||||
import { ComponentType } from '../Core/ComponentStorage';
|
||||
import { getComponentTypeName } from '../Decorators';
|
||||
import { getComponentTypeName, isEntityRefProperty } from '../Decorators';
|
||||
import {
|
||||
getSerializationMetadata
|
||||
} from './SerializationDecorators';
|
||||
import type { Entity } from '../Entity';
|
||||
import type { SerializationContext, SerializedEntityRef } from './SerializationContext';
|
||||
|
||||
/**
|
||||
* 可序列化的值类型
|
||||
@@ -24,7 +26,8 @@ export type SerializableValue =
|
||||
| { [key: string]: SerializableValue }
|
||||
| { __type: 'Date'; value: string }
|
||||
| { __type: 'Map'; value: Array<[SerializableValue, SerializableValue]> }
|
||||
| { __type: 'Set'; value: SerializableValue[] };
|
||||
| { __type: 'Set'; value: SerializableValue[] }
|
||||
| { __entityRef: SerializedEntityRef };
|
||||
|
||||
/**
|
||||
* 序列化后的组件数据
|
||||
@@ -71,17 +74,25 @@ export class ComponentSerializer {
|
||||
// 序列化标记的字段
|
||||
for (const [fieldName, options] of metadata.fields) {
|
||||
const fieldKey = typeof fieldName === 'symbol' ? fieldName.toString() : fieldName;
|
||||
const value = (component as unknown as Record<string | symbol, SerializableValue>)[fieldName];
|
||||
const value = (component as unknown as Record<string | symbol, unknown>)[fieldName];
|
||||
|
||||
// 跳过忽略的字段
|
||||
if (metadata.ignoredFields.has(fieldName)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// 使用自定义序列化器或默认序列化
|
||||
const serializedValue = options.serializer
|
||||
? options.serializer(value)
|
||||
: this.serializeValue(value);
|
||||
let serializedValue: SerializableValue;
|
||||
|
||||
// 检查是否为 EntityRef 属性
|
||||
if (isEntityRefProperty(component, fieldKey)) {
|
||||
serializedValue = this.serializeEntityRef(value as Entity | null);
|
||||
} else if (options.serializer) {
|
||||
// 使用自定义序列化器
|
||||
serializedValue = options.serializer(value);
|
||||
} else {
|
||||
// 使用默认序列化
|
||||
serializedValue = this.serializeValue(value as SerializableValue);
|
||||
}
|
||||
|
||||
// 使用别名或原始字段名
|
||||
const key = options.alias || fieldKey;
|
||||
@@ -100,11 +111,13 @@ export class ComponentSerializer {
|
||||
*
|
||||
* @param serializedData 序列化的组件数据
|
||||
* @param componentRegistry 组件类型注册表 (类型名 -> 构造函数)
|
||||
* @param context 序列化上下文(可选,用于解析 EntityRef)
|
||||
* @returns 反序列化后的组件实例,如果失败则返回null
|
||||
*/
|
||||
public static deserialize(
|
||||
serializedData: SerializedComponent,
|
||||
componentRegistry: Map<string, ComponentType>
|
||||
componentRegistry: Map<string, ComponentType>,
|
||||
context?: SerializationContext
|
||||
): Component | null {
|
||||
const componentClass = componentRegistry.get(serializedData.type);
|
||||
|
||||
@@ -133,6 +146,18 @@ export class ComponentSerializer {
|
||||
continue; // 字段不存在于序列化数据中
|
||||
}
|
||||
|
||||
// 检查是否为序列化的 EntityRef
|
||||
if (this.isSerializedEntityRef(serializedValue)) {
|
||||
// EntityRef 需要延迟解析
|
||||
if (context) {
|
||||
const ref = serializedValue.__entityRef;
|
||||
context.registerPendingRef(component, fieldKey, ref.id, ref.guid);
|
||||
}
|
||||
// 暂时设为 null,后续由 context.resolveAllReferences() 填充
|
||||
(component as unknown as Record<string | symbol, unknown>)[fieldName] = null;
|
||||
continue;
|
||||
}
|
||||
|
||||
// 使用自定义反序列化器或默认反序列化
|
||||
const value = options.deserializer
|
||||
? options.deserializer(serializedValue)
|
||||
@@ -168,16 +193,18 @@ export class ComponentSerializer {
|
||||
*
|
||||
* @param serializedComponents 序列化的组件数据数组
|
||||
* @param componentRegistry 组件类型注册表
|
||||
* @param context 序列化上下文(可选,用于解析 EntityRef)
|
||||
* @returns 反序列化后的组件数组
|
||||
*/
|
||||
public static deserializeComponents(
|
||||
serializedComponents: SerializedComponent[],
|
||||
componentRegistry: Map<string, ComponentType>
|
||||
componentRegistry: Map<string, ComponentType>,
|
||||
context?: SerializationContext
|
||||
): Component[] {
|
||||
const result: Component[] = [];
|
||||
|
||||
for (const serialized of serializedComponents) {
|
||||
const component = this.deserialize(serialized, componentRegistry);
|
||||
const component = this.deserialize(serialized, componentRegistry, context);
|
||||
if (component) {
|
||||
result.push(component);
|
||||
}
|
||||
@@ -349,4 +376,41 @@ export class ComponentSerializer {
|
||||
isSerializable: true
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 序列化 Entity 引用
|
||||
*
|
||||
* Serialize an Entity reference to a portable format.
|
||||
*
|
||||
* @param entity Entity 实例或 null
|
||||
* @returns 序列化的引用格式
|
||||
*/
|
||||
public static serializeEntityRef(entity: Entity | null): SerializableValue {
|
||||
if (!entity) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return {
|
||||
__entityRef: {
|
||||
id: entity.id,
|
||||
guid: entity.persistentId
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查值是否为序列化的 EntityRef
|
||||
*
|
||||
* Check if a value is a serialized EntityRef.
|
||||
*
|
||||
* @param value 要检查的值
|
||||
* @returns 如果是 EntityRef 返回 true
|
||||
*/
|
||||
public static isSerializedEntityRef(value: unknown): value is { __entityRef: SerializedEntityRef } {
|
||||
return (
|
||||
typeof value === 'object' &&
|
||||
value !== null &&
|
||||
'__entityRef' in value
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,16 +10,26 @@ import { ComponentSerializer, SerializedComponent } from './ComponentSerializer'
|
||||
import { IScene } from '../IScene';
|
||||
import { HierarchyComponent } from '../Components/HierarchyComponent';
|
||||
import { HierarchySystem } from '../Systems/HierarchySystem';
|
||||
import { SerializationContext } from './SerializationContext';
|
||||
|
||||
/**
|
||||
* 序列化后的实体数据
|
||||
*/
|
||||
export interface SerializedEntity {
|
||||
/**
|
||||
* 实体ID
|
||||
* 实体ID(运行时ID)
|
||||
*
|
||||
* Runtime ID.
|
||||
*/
|
||||
id: number;
|
||||
|
||||
/**
|
||||
* 持久化 GUID
|
||||
*
|
||||
* Persistent GUID for cross-session reference resolution.
|
||||
*/
|
||||
guid?: string;
|
||||
|
||||
/**
|
||||
* 实体名称
|
||||
*/
|
||||
@@ -84,6 +94,7 @@ export class EntitySerializer {
|
||||
|
||||
const serializedEntity: SerializedEntity = {
|
||||
id: entity.id,
|
||||
guid: entity.persistentId,
|
||||
name: entity.name,
|
||||
tag: entity.tag,
|
||||
active: entity.active,
|
||||
@@ -120,12 +131,16 @@ export class EntitySerializer {
|
||||
/**
|
||||
* 反序列化实体
|
||||
*
|
||||
* Deserialize an entity from serialized data.
|
||||
*
|
||||
* @param serializedEntity 序列化的实体数据
|
||||
* @param componentRegistry 组件类型注册表
|
||||
* @param idGenerator 实体ID生成器(用于生成新ID或保持原ID)
|
||||
* @param preserveIds 是否保持原始ID(默认false)
|
||||
* @param scene 目标场景(可选,用于设置entity.scene以支持添加组件)
|
||||
* @param hierarchySystem 层级系统(可选,用于建立层级关系)
|
||||
* @param allEntities 所有实体的映射(可选,用于收集所有实体)
|
||||
* @param context 序列化上下文(可选,用于解析 EntityRef)
|
||||
* @returns 反序列化后的实体
|
||||
*/
|
||||
public static deserialize(
|
||||
@@ -135,15 +150,21 @@ export class EntitySerializer {
|
||||
preserveIds: boolean = false,
|
||||
scene?: IScene,
|
||||
hierarchySystem?: HierarchySystem | null,
|
||||
allEntities?: Map<number, Entity>
|
||||
allEntities?: Map<number, Entity>,
|
||||
context?: SerializationContext
|
||||
): Entity {
|
||||
// 创建实体(使用原始ID或新生成的ID)
|
||||
// 创建实体(使用原始ID或新生成的ID,保留原始 GUID)
|
||||
const entityId = preserveIds ? serializedEntity.id : idGenerator();
|
||||
const entity = new Entity(serializedEntity.name, entityId);
|
||||
const entity = new Entity(serializedEntity.name, entityId, serializedEntity.guid);
|
||||
|
||||
// 将实体添加到收集 Map 中(用于后续添加到场景)
|
||||
allEntities?.set(entity.id, entity);
|
||||
|
||||
// 注册实体到序列化上下文(用于后续解析 EntityRef)
|
||||
if (context) {
|
||||
context.registerEntity(entity, serializedEntity.id, serializedEntity.guid);
|
||||
}
|
||||
|
||||
// 如果提供了scene,先设置entity.scene以支持添加组件
|
||||
if (scene) {
|
||||
entity.scene = scene;
|
||||
@@ -155,10 +176,11 @@ export class EntitySerializer {
|
||||
entity.enabled = serializedEntity.enabled;
|
||||
entity.updateOrder = serializedEntity.updateOrder;
|
||||
|
||||
// 反序列化组件
|
||||
// 反序列化组件(传入 context 以支持 EntityRef 解析)
|
||||
const components = ComponentSerializer.deserializeComponents(
|
||||
serializedEntity.components,
|
||||
componentRegistry
|
||||
componentRegistry,
|
||||
context
|
||||
);
|
||||
|
||||
for (const component of components) {
|
||||
@@ -183,7 +205,8 @@ export class EntitySerializer {
|
||||
preserveIds,
|
||||
scene,
|
||||
hierarchySystem,
|
||||
allEntities
|
||||
allEntities,
|
||||
context
|
||||
);
|
||||
// 使用 HierarchySystem 建立层级关系
|
||||
hierarchySystem?.setParent(childEntity, entity);
|
||||
@@ -223,12 +246,15 @@ export class EntitySerializer {
|
||||
/**
|
||||
* 批量反序列化实体
|
||||
*
|
||||
* Deserialize multiple entities from serialized data.
|
||||
*
|
||||
* @param serializedEntities 序列化的实体数据数组
|
||||
* @param componentRegistry 组件类型注册表
|
||||
* @param idGenerator 实体ID生成器
|
||||
* @param preserveIds 是否保持原始ID
|
||||
* @param scene 目标场景(可选,用于设置entity.scene以支持添加组件)
|
||||
* @param hierarchySystem 层级系统(可选,用于建立层级关系)
|
||||
* @param context 序列化上下文(可选,用于解析 EntityRef)
|
||||
* @returns 反序列化后的实体数组
|
||||
*/
|
||||
public static deserializeEntities(
|
||||
@@ -237,7 +263,8 @@ export class EntitySerializer {
|
||||
idGenerator: () => number,
|
||||
preserveIds: boolean = false,
|
||||
scene?: IScene,
|
||||
hierarchySystem?: HierarchySystem | null
|
||||
hierarchySystem?: HierarchySystem | null,
|
||||
context?: SerializationContext
|
||||
): { rootEntities: Entity[]; allEntities: Map<number, Entity> } {
|
||||
const rootEntities: Entity[] = [];
|
||||
const allEntities = new Map<number, Entity>();
|
||||
@@ -250,7 +277,8 @@ export class EntitySerializer {
|
||||
preserveIds,
|
||||
scene,
|
||||
hierarchySystem,
|
||||
allEntities
|
||||
allEntities,
|
||||
context
|
||||
);
|
||||
rootEntities.push(entity);
|
||||
}
|
||||
|
||||
470
packages/core/src/ECS/Serialization/PrefabSerializer.ts
Normal file
470
packages/core/src/ECS/Serialization/PrefabSerializer.ts
Normal file
@@ -0,0 +1,470 @@
|
||||
/**
|
||||
* 预制体序列化器
|
||||
* Prefab serializer
|
||||
*
|
||||
* 提供预制体的创建和实例化功能。
|
||||
* Provides prefab creation and instantiation functionality.
|
||||
*/
|
||||
|
||||
import { Entity } from '../Entity';
|
||||
import { IScene } from '../IScene';
|
||||
import { ComponentType } from '../Core/ComponentStorage';
|
||||
import { EntitySerializer, SerializedEntity } from './EntitySerializer';
|
||||
import { HierarchySystem } from '../Systems/HierarchySystem';
|
||||
import { PrefabInstanceComponent } from '../Components/PrefabInstanceComponent';
|
||||
|
||||
/**
|
||||
* 序列化的预制体实体(扩展自 SerializedEntity)
|
||||
* Serialized prefab entity (extends 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
|
||||
* GUID of nested prefab
|
||||
*/
|
||||
nestedPrefabGuid?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体元数据
|
||||
* Prefab metadata
|
||||
*/
|
||||
export interface PrefabMetadata {
|
||||
/** 预制体名称 | Prefab name */
|
||||
name: string;
|
||||
/** 资产 GUID | Asset GUID */
|
||||
guid?: string;
|
||||
/** 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: string[];
|
||||
/** 预制体描述 | Prefab description */
|
||||
description?: string;
|
||||
/** 预制体标签 | Prefab tags */
|
||||
tags?: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* 组件类型注册条目
|
||||
* Component type registry entry
|
||||
*/
|
||||
export interface PrefabComponentTypeEntry {
|
||||
/** 组件类型名称 | Component type name */
|
||||
typeName: string;
|
||||
/** 组件版本号 | Component version number */
|
||||
version: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体数据格式
|
||||
* Prefab data format
|
||||
*/
|
||||
export interface PrefabData {
|
||||
/** 预制体格式版本号 | Prefab format version number */
|
||||
version: number;
|
||||
/** 预制体元数据 | Prefab metadata */
|
||||
metadata: PrefabMetadata;
|
||||
/** 根实体数据 | Root entity data */
|
||||
root: SerializedPrefabEntity;
|
||||
/** 组件类型注册表 | Component type registry */
|
||||
componentTypeRegistry: PrefabComponentTypeEntry[];
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体创建选项
|
||||
* Prefab creation options
|
||||
*/
|
||||
export interface PrefabCreateOptions {
|
||||
/** 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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体实例化选项
|
||||
* Prefab instantiation options
|
||||
*/
|
||||
export interface PrefabInstantiateOptions {
|
||||
/** 父实体 ID | Parent entity ID */
|
||||
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 | Whether to preserve original entity IDs */
|
||||
preserveIds?: boolean;
|
||||
/** 是否标记为预制体实例 | Whether to mark as prefab instance */
|
||||
trackInstance?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* 预制体格式版本
|
||||
* Prefab format version
|
||||
*/
|
||||
export const PREFAB_FORMAT_VERSION = 1;
|
||||
|
||||
/**
|
||||
* 预制体序列化器类
|
||||
* Prefab serializer class
|
||||
*
|
||||
* 提供预制体的创建、序列化和实例化功能。
|
||||
* Provides prefab creation, serialization, and instantiation functionality.
|
||||
*/
|
||||
export class PrefabSerializer {
|
||||
/**
|
||||
* 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
|
||||
* @param hierarchySystem - 层级系统 | Hierarchy system
|
||||
* @returns 预制体数据 | Prefab data
|
||||
*/
|
||||
public static createPrefab(
|
||||
entity: Entity,
|
||||
options: PrefabCreateOptions,
|
||||
hierarchySystem?: HierarchySystem
|
||||
): PrefabData {
|
||||
const includeChildren = options.includeChildren ?? true;
|
||||
|
||||
// 序列化实体 | Serialize entity
|
||||
const serializedEntity = EntitySerializer.serialize(
|
||||
entity,
|
||||
includeChildren,
|
||||
hierarchySystem
|
||||
);
|
||||
|
||||
// 转换为预制体实体格式 | Convert to prefab entity format
|
||||
const prefabEntity = this.toPrefabEntity(serializedEntity, true);
|
||||
|
||||
// 收集组件类型信息 | Collect component type information
|
||||
const { componentTypes, componentTypeRegistry } = this.collectComponentTypes(prefabEntity);
|
||||
|
||||
// 收集引用的资产(TODO: 实现资产引用扫描)
|
||||
// Collect referenced assets (TODO: implement asset reference scanning)
|
||||
const referencedAssets: string[] = [];
|
||||
|
||||
const now = Date.now();
|
||||
const metadata: PrefabMetadata = {
|
||||
name: options.name,
|
||||
createdAt: now,
|
||||
modifiedAt: now,
|
||||
componentTypes,
|
||||
referencedAssets
|
||||
};
|
||||
|
||||
// 只在有值时添加可选属性 | Only add optional properties when they have values
|
||||
if (options.description) {
|
||||
metadata.description = options.description;
|
||||
}
|
||||
if (options.tags) {
|
||||
metadata.tags = options.tags;
|
||||
}
|
||||
|
||||
return {
|
||||
version: PREFAB_FORMAT_VERSION,
|
||||
metadata,
|
||||
root: prefabEntity,
|
||||
componentTypeRegistry
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 从预制体数据实例化实体
|
||||
* Instantiate entity from prefab data
|
||||
*
|
||||
* @param prefabData - 预制体数据 | Prefab data
|
||||
* @param scene - 目标场景 | Target scene
|
||||
* @param componentRegistry - 组件类型注册表 | Component type registry
|
||||
* @param options - 实例化选项 | Instantiation options
|
||||
* @returns 创建的根实体 | Created root entity
|
||||
*/
|
||||
public static instantiate(
|
||||
prefabData: PrefabData,
|
||||
scene: IScene,
|
||||
componentRegistry: Map<string, ComponentType>,
|
||||
options: PrefabInstantiateOptions = {}
|
||||
): Entity {
|
||||
const {
|
||||
parentId,
|
||||
name,
|
||||
preserveIds = false,
|
||||
trackInstance = true
|
||||
} = options;
|
||||
|
||||
// 获取层级系统 | Get hierarchy system
|
||||
const hierarchySystem = scene.getSystem(HierarchySystem) ?? null;
|
||||
|
||||
// ID 生成器 | ID generator
|
||||
let nextId = 1;
|
||||
const idGenerator = (): number => {
|
||||
while (scene.findEntityById(nextId)) {
|
||||
nextId++;
|
||||
}
|
||||
return nextId++;
|
||||
};
|
||||
|
||||
// 反序列化实体 | Deserialize entity
|
||||
const { rootEntities, allEntities } = EntitySerializer.deserializeEntities(
|
||||
[prefabData.root],
|
||||
componentRegistry,
|
||||
idGenerator,
|
||||
preserveIds,
|
||||
scene,
|
||||
hierarchySystem
|
||||
);
|
||||
|
||||
const rootEntity = rootEntities[0];
|
||||
if (!rootEntity) {
|
||||
throw new Error('Failed to instantiate prefab: no root entity created');
|
||||
}
|
||||
|
||||
// 覆盖名称 | Override name
|
||||
if (name) {
|
||||
rootEntity.name = name;
|
||||
}
|
||||
|
||||
// 将所有实体添加到场景 | Add all entities to scene
|
||||
for (const entity of allEntities.values()) {
|
||||
scene.entities.add(entity);
|
||||
}
|
||||
|
||||
// 设置父级 | Set parent
|
||||
if (parentId !== undefined && hierarchySystem) {
|
||||
const parent = scene.findEntityById(parentId);
|
||||
if (parent) {
|
||||
hierarchySystem.setParent(rootEntity, parent);
|
||||
}
|
||||
}
|
||||
|
||||
// 添加预制体实例组件 | Add prefab instance component
|
||||
if (trackInstance) {
|
||||
const prefabGuid = prefabData.metadata.guid || '';
|
||||
this.addPrefabInstanceComponents(
|
||||
rootEntity,
|
||||
allEntities,
|
||||
prefabGuid,
|
||||
'',
|
||||
hierarchySystem
|
||||
);
|
||||
}
|
||||
|
||||
// TODO: 应用位置、旋转、缩放覆盖(需要 TransformComponent)
|
||||
// TODO: Apply position, rotation, scale overrides (requires TransformComponent)
|
||||
|
||||
return rootEntity;
|
||||
}
|
||||
|
||||
/**
|
||||
* 将序列化实体转换为预制体实体格式
|
||||
* Convert serialized entity to prefab entity format
|
||||
*/
|
||||
private static toPrefabEntity(
|
||||
entity: SerializedEntity,
|
||||
isRoot: boolean
|
||||
): SerializedPrefabEntity {
|
||||
const prefabEntity: SerializedPrefabEntity = {
|
||||
...entity,
|
||||
isPrefabRoot: isRoot,
|
||||
children: entity.children.map(child => this.toPrefabEntity(child, false))
|
||||
};
|
||||
return prefabEntity;
|
||||
}
|
||||
|
||||
/**
|
||||
* 收集预制体中使用的组件类型
|
||||
* Collect component types used in prefab
|
||||
*/
|
||||
private static collectComponentTypes(
|
||||
entity: SerializedPrefabEntity
|
||||
): {
|
||||
componentTypes: string[];
|
||||
componentTypeRegistry: PrefabComponentTypeEntry[];
|
||||
} {
|
||||
const typeMap = new Map<string, number>();
|
||||
|
||||
const collectFromEntity = (e: SerializedPrefabEntity): void => {
|
||||
for (const comp of e.components) {
|
||||
if (!typeMap.has(comp.type)) {
|
||||
typeMap.set(comp.type, comp.version);
|
||||
}
|
||||
}
|
||||
for (const child of e.children as SerializedPrefabEntity[]) {
|
||||
collectFromEntity(child);
|
||||
}
|
||||
};
|
||||
|
||||
collectFromEntity(entity);
|
||||
|
||||
const componentTypes = Array.from(typeMap.keys());
|
||||
const componentTypeRegistry: PrefabComponentTypeEntry[] = Array.from(
|
||||
typeMap.entries()
|
||||
).map(([typeName, version]) => ({ typeName, version }));
|
||||
|
||||
return { componentTypes, componentTypeRegistry };
|
||||
}
|
||||
|
||||
/**
|
||||
* 为实例化的实体添加预制体实例组件
|
||||
* Add prefab instance components to instantiated entities
|
||||
*/
|
||||
private static addPrefabInstanceComponents(
|
||||
rootEntity: Entity,
|
||||
allEntities: Map<number, Entity>,
|
||||
prefabGuid: string,
|
||||
prefabPath: string,
|
||||
_hierarchySystem: HierarchySystem | null
|
||||
): void {
|
||||
const rootId = rootEntity.id;
|
||||
|
||||
// 为根实体添加组件 | Add component to root entity
|
||||
const rootComp = new PrefabInstanceComponent(prefabGuid, prefabPath, true);
|
||||
rootComp.rootInstanceEntityId = rootId;
|
||||
rootEntity.addComponent(rootComp);
|
||||
|
||||
// 为所有子实体添加组件 | Add component to all child entities
|
||||
for (const entity of allEntities.values()) {
|
||||
if (entity.id === rootId) continue;
|
||||
|
||||
const childComp = new PrefabInstanceComponent(prefabGuid, prefabPath, false);
|
||||
childComp.rootInstanceEntityId = rootId;
|
||||
entity.addComponent(childComp);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查实体是否为预制体实例
|
||||
* Check if entity is a prefab instance
|
||||
*/
|
||||
public static isPrefabInstance(entity: Entity): boolean {
|
||||
return entity.hasComponent(PrefabInstanceComponent);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取预制体实例的源预制体 GUID
|
||||
* Get source prefab GUID of a prefab instance
|
||||
*/
|
||||
public static getSourcePrefabGuid(entity: Entity): string | null {
|
||||
const comp = entity.getComponent(PrefabInstanceComponent);
|
||||
return comp?.sourcePrefabGuid || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取预制体实例的根实体
|
||||
* Get root entity of a prefab instance
|
||||
*/
|
||||
public static getPrefabInstanceRoot(entity: Entity): Entity | null {
|
||||
const comp = entity.getComponent(PrefabInstanceComponent);
|
||||
if (!comp || !comp.rootInstanceEntityId) return null;
|
||||
|
||||
const scene = entity.scene;
|
||||
if (!scene) return null;
|
||||
|
||||
return scene.findEntityById(comp.rootInstanceEntityId) || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 将预制体数据序列化为 JSON 字符串
|
||||
* Serialize prefab data to JSON string
|
||||
*/
|
||||
public static serialize(prefabData: PrefabData, pretty: boolean = true): string {
|
||||
return JSON.stringify(prefabData, null, pretty ? 2 : undefined);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从 JSON 字符串解析预制体数据
|
||||
* Parse prefab data from JSON string
|
||||
*/
|
||||
public static deserialize(json: string): PrefabData {
|
||||
const data = JSON.parse(json) as PrefabData;
|
||||
// 基本验证 | Basic validation
|
||||
if (!data.version || !data.metadata || !data.root) {
|
||||
throw new Error('Invalid prefab data format');
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* 验证预制体数据格式
|
||||
* Validate prefab data format
|
||||
*/
|
||||
public static validate(prefabData: PrefabData): { valid: boolean; errors?: string[] } {
|
||||
const errors: string[] = [];
|
||||
|
||||
if (typeof prefabData.version !== 'number') {
|
||||
errors.push('Invalid or missing version');
|
||||
}
|
||||
|
||||
if (!prefabData.metadata) {
|
||||
errors.push('Missing metadata');
|
||||
} else {
|
||||
if (!prefabData.metadata.name) {
|
||||
errors.push('Missing metadata.name');
|
||||
}
|
||||
if (!Array.isArray(prefabData.metadata.componentTypes)) {
|
||||
errors.push('Invalid metadata.componentTypes');
|
||||
}
|
||||
}
|
||||
|
||||
if (!prefabData.root) {
|
||||
errors.push('Missing root entity');
|
||||
} else {
|
||||
this.validateEntity(prefabData.root, errors, 'root');
|
||||
}
|
||||
|
||||
if (!Array.isArray(prefabData.componentTypeRegistry)) {
|
||||
errors.push('Invalid componentTypeRegistry');
|
||||
}
|
||||
|
||||
if (errors.length > 0) {
|
||||
return { valid: false, errors };
|
||||
}
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* 验证实体数据
|
||||
* Validate entity data
|
||||
*/
|
||||
private static validateEntity(
|
||||
entity: SerializedPrefabEntity,
|
||||
errors: string[],
|
||||
path: string
|
||||
): void {
|
||||
if (typeof entity.id !== 'number') {
|
||||
errors.push(`${path}: Invalid or missing id`);
|
||||
}
|
||||
if (typeof entity.name !== 'string') {
|
||||
errors.push(`${path}: Invalid or missing name`);
|
||||
}
|
||||
if (!Array.isArray(entity.components)) {
|
||||
errors.push(`${path}: Invalid or missing components`);
|
||||
}
|
||||
if (!Array.isArray(entity.children)) {
|
||||
errors.push(`${path}: Invalid or missing children`);
|
||||
} else {
|
||||
entity.children.forEach((child, index) => {
|
||||
this.validateEntity(child as SerializedPrefabEntity, errors, `${path}.children[${index}]`);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -13,6 +13,7 @@ import { getSerializationMetadata } from './SerializationDecorators';
|
||||
import { BinarySerializer } from '../../Utils/BinarySerializer';
|
||||
import { HierarchySystem } from '../Systems/HierarchySystem';
|
||||
import { HierarchyComponent } from '../Components/HierarchyComponent';
|
||||
import { SerializationContext } from './SerializationContext';
|
||||
|
||||
/**
|
||||
* 场景序列化格式
|
||||
@@ -216,6 +217,14 @@ export class SceneSerializer {
|
||||
/**
|
||||
* 反序列化场景
|
||||
*
|
||||
* 使用两阶段反序列化:
|
||||
* 1. 创建所有实体和组件,收集待解析的 EntityRef
|
||||
* 2. 解析所有 EntityRef,建立正确的对象引用
|
||||
*
|
||||
* Deserialize scene using two-phase approach:
|
||||
* 1. Create all entities and components, collect pending EntityRefs
|
||||
* 2. Resolve all EntityRefs, establish correct object references
|
||||
*
|
||||
* @param scene 目标场景
|
||||
* @param saveData 序列化的数据(JSON字符串或二进制Uint8Array)
|
||||
* @param options 反序列化选项
|
||||
@@ -266,14 +275,20 @@ export class SceneSerializer {
|
||||
// 获取层级系统
|
||||
const hierarchySystem = scene.getSystem(HierarchySystem);
|
||||
|
||||
// 反序列化实体
|
||||
// ========== 阶段 1:创建实体和组件,收集 EntityRef ==========
|
||||
// Phase 1: Create entities and components, collect EntityRefs
|
||||
const context = new SerializationContext();
|
||||
context.setPreserveIds(opts.preserveIds || false);
|
||||
|
||||
// 反序列化实体(传入 context 收集 EntityRef)
|
||||
const { rootEntities, allEntities } = EntitySerializer.deserializeEntities(
|
||||
serializedScene.entities,
|
||||
componentRegistry,
|
||||
idGenerator,
|
||||
opts.preserveIds || false,
|
||||
scene,
|
||||
hierarchySystem
|
||||
hierarchySystem,
|
||||
context
|
||||
);
|
||||
|
||||
// 将所有实体添加到场景(包括子实体)
|
||||
@@ -287,6 +302,18 @@ export class SceneSerializer {
|
||||
scene.querySystem.clearCache();
|
||||
scene.clearSystemEntityCaches();
|
||||
|
||||
// ========== 阶段 2:解析所有 EntityRef ==========
|
||||
// Phase 2: Resolve all EntityRefs
|
||||
const resolvedCount = context.resolveAllReferences();
|
||||
const unresolvedCount = context.getUnresolvedCount();
|
||||
|
||||
if (unresolvedCount > 0) {
|
||||
console.warn(
|
||||
`[SceneSerializer] ${unresolvedCount} EntityRef(s) could not be resolved. ` +
|
||||
`Resolved: ${resolvedCount}, Total pending: ${context.getPendingCount()}`
|
||||
);
|
||||
}
|
||||
|
||||
// 反序列化场景自定义数据
|
||||
if (serializedScene.sceneData) {
|
||||
this.deserializeSceneData(serializedScene.sceneData, scene.sceneData);
|
||||
|
||||
321
packages/core/src/ECS/Serialization/SerializationContext.ts
Normal file
321
packages/core/src/ECS/Serialization/SerializationContext.ts
Normal file
@@ -0,0 +1,321 @@
|
||||
import type { Entity } from '../Entity';
|
||||
import type { Component } from '../Component';
|
||||
|
||||
/**
|
||||
* 序列化的实体引用格式
|
||||
*
|
||||
* Serialized entity reference format.
|
||||
*/
|
||||
export interface SerializedEntityRef {
|
||||
/**
|
||||
* 运行时 ID(向后兼容)
|
||||
*
|
||||
* Runtime ID (backward compatible).
|
||||
*/
|
||||
id?: number | undefined;
|
||||
|
||||
/**
|
||||
* 持久化 GUID(新格式)
|
||||
*
|
||||
* Persistent GUID (new format).
|
||||
*/
|
||||
guid?: string | undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* 待解析的实体引用记录
|
||||
*
|
||||
* Pending entity reference record.
|
||||
*/
|
||||
interface PendingEntityRef {
|
||||
/**
|
||||
* 持有引用的组件
|
||||
*/
|
||||
component: Component;
|
||||
|
||||
/**
|
||||
* 属性名
|
||||
*/
|
||||
propertyKey: string;
|
||||
|
||||
/**
|
||||
* 原始运行时 ID(可选)
|
||||
*/
|
||||
originalId: number | undefined;
|
||||
|
||||
/**
|
||||
* 原始 GUID(可选)
|
||||
*/
|
||||
originalGuid: string | undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* 序列化上下文
|
||||
*
|
||||
* 用于管理两阶段序列化/反序列化过程中的状态。
|
||||
* 第一阶段:创建所有实体和组件,收集待解析的引用。
|
||||
* 第二阶段:解析所有实体引用,建立正确的对象关系。
|
||||
*
|
||||
* Serialization context for managing two-phase serialization/deserialization.
|
||||
* Phase 1: Create all entities and components, collect pending references.
|
||||
* Phase 2: Resolve all entity references, establish correct object relationships.
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const context = new SerializationContext();
|
||||
*
|
||||
* // 第一阶段:反序列化实体
|
||||
* for (const entityData of entities) {
|
||||
* const entity = scene.createEntity(entityData.name);
|
||||
* context.registerEntity(entity, entityData.id, entityData.guid);
|
||||
*
|
||||
* // 反序列化组件时,遇到 EntityRef 注册为待解析
|
||||
* context.registerPendingRef(component, 'target', entityData.targetId, entityData.targetGuid);
|
||||
* }
|
||||
*
|
||||
* // 第二阶段:解析所有引用
|
||||
* context.resolveAllReferences();
|
||||
* ```
|
||||
*/
|
||||
export class SerializationContext {
|
||||
/**
|
||||
* 运行时 ID 映射:原始 ID -> Entity
|
||||
*
|
||||
* Runtime ID mapping: original ID -> Entity.
|
||||
*/
|
||||
private _idRemapping: Map<number, Entity> = new Map();
|
||||
|
||||
/**
|
||||
* GUID 映射:persistentId -> Entity
|
||||
*
|
||||
* GUID mapping: persistentId -> Entity.
|
||||
*/
|
||||
private _guidLookup: Map<string, Entity> = new Map();
|
||||
|
||||
/**
|
||||
* 待解析的实体引用列表
|
||||
*
|
||||
* Pending entity references to resolve.
|
||||
*/
|
||||
private _pendingRefs: PendingEntityRef[] = [];
|
||||
|
||||
/**
|
||||
* 是否保留原始 ID
|
||||
*
|
||||
* Whether to preserve original IDs.
|
||||
*/
|
||||
private _preserveIds: boolean = false;
|
||||
|
||||
/**
|
||||
* 设置是否保留原始 ID
|
||||
*
|
||||
* Set whether to preserve original IDs.
|
||||
*/
|
||||
public setPreserveIds(value: boolean): void {
|
||||
this._preserveIds = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取是否保留原始 ID
|
||||
*
|
||||
* Get whether to preserve original IDs.
|
||||
*/
|
||||
public get preserveIds(): boolean {
|
||||
return this._preserveIds;
|
||||
}
|
||||
|
||||
/**
|
||||
* 注册实体到上下文
|
||||
*
|
||||
* Register entity to context for later reference resolution.
|
||||
*
|
||||
* @param entity - 实体实例
|
||||
* @param originalId - 原始运行时 ID(可选,用于 ID 映射)
|
||||
* @param originalGuid - 原始 GUID(可选,用于 GUID 映射,默认使用 entity.persistentId)
|
||||
*/
|
||||
public registerEntity(entity: Entity, originalId?: number, originalGuid?: string): void {
|
||||
// 使用实体自身的 persistentId 或提供的 originalGuid
|
||||
const guid = originalGuid ?? entity.persistentId;
|
||||
this._guidLookup.set(guid, entity);
|
||||
|
||||
// 如果提供了原始 ID,建立 ID 映射
|
||||
if (originalId !== undefined) {
|
||||
this._idRemapping.set(originalId, entity);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据原始 ID 获取实体
|
||||
*
|
||||
* Get entity by original runtime ID.
|
||||
*
|
||||
* @param originalId - 原始运行时 ID
|
||||
* @returns 实体实例或 null
|
||||
*/
|
||||
public getEntityById(originalId: number): Entity | null {
|
||||
return this._idRemapping.get(originalId) ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据 GUID 获取实体
|
||||
*
|
||||
* Get entity by GUID.
|
||||
*
|
||||
* @param guid - 持久化 GUID
|
||||
* @returns 实体实例或 null
|
||||
*/
|
||||
public getEntityByGuid(guid: string): Entity | null {
|
||||
return this._guidLookup.get(guid) ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 解析实体引用
|
||||
*
|
||||
* Resolve entity reference, preferring GUID over ID.
|
||||
*
|
||||
* @param ref - 序列化的实体引用
|
||||
* @returns 实体实例或 null
|
||||
*/
|
||||
public resolveEntityRef(ref: SerializedEntityRef | null | undefined): Entity | null {
|
||||
if (!ref) {
|
||||
return null;
|
||||
}
|
||||
|
||||
// 优先使用 GUID
|
||||
if (ref.guid) {
|
||||
const entity = this._guidLookup.get(ref.guid);
|
||||
if (entity) {
|
||||
return entity;
|
||||
}
|
||||
}
|
||||
|
||||
// 降级使用 ID
|
||||
if (ref.id !== undefined) {
|
||||
const entity = this._idRemapping.get(ref.id);
|
||||
if (entity) {
|
||||
return entity;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 注册待解析的实体引用
|
||||
*
|
||||
* Register a pending entity reference to be resolved later.
|
||||
*
|
||||
* @param component - 持有引用的组件
|
||||
* @param propertyKey - 属性名
|
||||
* @param originalId - 原始运行时 ID
|
||||
* @param originalGuid - 原始 GUID
|
||||
*/
|
||||
public registerPendingRef(
|
||||
component: Component,
|
||||
propertyKey: string,
|
||||
originalId?: number,
|
||||
originalGuid?: string
|
||||
): void {
|
||||
this._pendingRefs.push({
|
||||
component,
|
||||
propertyKey,
|
||||
originalId,
|
||||
originalGuid
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 解析所有待处理的实体引用
|
||||
*
|
||||
* Resolve all pending entity references.
|
||||
* Should be called after all entities have been created.
|
||||
*
|
||||
* @returns 成功解析的引用数量
|
||||
*/
|
||||
public resolveAllReferences(): number {
|
||||
let resolvedCount = 0;
|
||||
|
||||
for (const pending of this._pendingRefs) {
|
||||
const entity = this.resolveEntityRef({
|
||||
id: pending.originalId,
|
||||
guid: pending.originalGuid
|
||||
});
|
||||
|
||||
if (entity) {
|
||||
// 使用类型断言设置属性值
|
||||
(pending.component as unknown as Record<string, unknown>)[pending.propertyKey] = entity;
|
||||
resolvedCount++;
|
||||
}
|
||||
// 如果无法解析,保持为 null(已在反序列化时设置)
|
||||
}
|
||||
|
||||
return resolvedCount;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取未解析的引用数量
|
||||
*
|
||||
* Get count of unresolved references.
|
||||
*/
|
||||
public getUnresolvedCount(): number {
|
||||
let count = 0;
|
||||
for (const pending of this._pendingRefs) {
|
||||
const entity = this.resolveEntityRef({
|
||||
id: pending.originalId,
|
||||
guid: pending.originalGuid
|
||||
});
|
||||
if (!entity) {
|
||||
count++;
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取待解析引用数量
|
||||
*
|
||||
* Get count of pending references.
|
||||
*/
|
||||
public getPendingCount(): number {
|
||||
return this._pendingRefs.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取已注册实体数量
|
||||
*
|
||||
* Get count of registered entities.
|
||||
*/
|
||||
public getRegisteredEntityCount(): number {
|
||||
return this._guidLookup.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除上下文状态
|
||||
*
|
||||
* Clear context state.
|
||||
*/
|
||||
public clear(): void {
|
||||
this._idRemapping.clear();
|
||||
this._guidLookup.clear();
|
||||
this._pendingRefs = [];
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取调试信息
|
||||
*
|
||||
* Get debug information.
|
||||
*/
|
||||
public getDebugInfo(): {
|
||||
registeredEntities: number;
|
||||
pendingRefs: number;
|
||||
unresolvedRefs: number;
|
||||
preserveIds: boolean;
|
||||
} {
|
||||
return {
|
||||
registeredEntities: this._guidLookup.size,
|
||||
pendingRefs: this._pendingRefs.length,
|
||||
unresolvedRefs: this.getUnresolvedCount(),
|
||||
preserveIds: this._preserveIds
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -60,3 +60,18 @@ export type {
|
||||
ComponentChange,
|
||||
SceneDataChange
|
||||
} from './IncrementalSerializer';
|
||||
|
||||
// 预制体序列化
|
||||
export { PrefabSerializer, PREFAB_FORMAT_VERSION } from './PrefabSerializer';
|
||||
export type {
|
||||
SerializedPrefabEntity,
|
||||
PrefabMetadata,
|
||||
PrefabComponentTypeEntry,
|
||||
PrefabData,
|
||||
PrefabCreateOptions,
|
||||
PrefabInstantiateOptions
|
||||
} from './PrefabSerializer';
|
||||
|
||||
// 序列化上下文
|
||||
export { SerializationContext } from './SerializationContext';
|
||||
export type { SerializedEntityRef } from './SerializationContext';
|
||||
|
||||
90
packages/core/src/Utils/GUID.ts
Normal file
90
packages/core/src/Utils/GUID.ts
Normal file
@@ -0,0 +1,90 @@
|
||||
/**
|
||||
* GUID 生成工具
|
||||
*
|
||||
* 提供跨平台的 UUID v4 生成功能,用于实体持久化标识。
|
||||
* 优先使用 crypto.randomUUID(),降级使用 Math.random() 实现。
|
||||
*
|
||||
* GUID generation utility.
|
||||
* Provides cross-platform UUID v4 generation for entity persistent identification.
|
||||
* Uses crypto.randomUUID() when available, falls back to Math.random() implementation.
|
||||
*/
|
||||
|
||||
/**
|
||||
* 生成 UUID v4 格式的 GUID
|
||||
*
|
||||
* Generate a UUID v4 format GUID.
|
||||
*
|
||||
* @returns 36 字符的 UUID 字符串 (例如: "550e8400-e29b-41d4-a716-446655440000")
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const id = generateGUID();
|
||||
* console.log(id); // "550e8400-e29b-41d4-a716-446655440000"
|
||||
* ```
|
||||
*/
|
||||
export function generateGUID(): string {
|
||||
// 优先使用原生 crypto API(浏览器和 Node.js 19+)
|
||||
if (typeof crypto !== 'undefined' && typeof crypto.randomUUID === 'function') {
|
||||
return crypto.randomUUID();
|
||||
}
|
||||
|
||||
// 降级方案:使用 crypto.getRandomValues 或 Math.random
|
||||
return generateGUIDFallback();
|
||||
}
|
||||
|
||||
/**
|
||||
* 降级 GUID 生成实现
|
||||
*
|
||||
* Fallback GUID generation using crypto.getRandomValues or Math.random.
|
||||
*/
|
||||
function generateGUIDFallback(): string {
|
||||
// 尝试使用 crypto.getRandomValues
|
||||
if (typeof crypto !== 'undefined' && typeof crypto.getRandomValues === 'function') {
|
||||
const bytes = new Uint8Array(16);
|
||||
crypto.getRandomValues(bytes);
|
||||
|
||||
// 设置版本号 (version 4)
|
||||
bytes[6] = (bytes[6]! & 0x0f) | 0x40;
|
||||
// 设置变体 (variant 1)
|
||||
bytes[8] = (bytes[8]! & 0x3f) | 0x80;
|
||||
|
||||
return formatUUID(bytes);
|
||||
}
|
||||
|
||||
// 最终降级:使用 Math.random(不推荐,但可用)
|
||||
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);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化 16 字节数组为 UUID 字符串
|
||||
*
|
||||
* Format 16-byte array to UUID string.
|
||||
*/
|
||||
function formatUUID(bytes: Uint8Array): string {
|
||||
const hex = Array.from(bytes, (b) => b.toString(16).padStart(2, '0')).join('');
|
||||
return `${hex.slice(0, 8)}-${hex.slice(8, 12)}-${hex.slice(12, 16)}-${hex.slice(16, 20)}-${hex.slice(20)}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* 验证字符串是否为有效的 UUID 格式
|
||||
*
|
||||
* Validate if a string is a valid UUID format.
|
||||
*
|
||||
* @param value - 要验证的字符串
|
||||
* @returns 如果是有效的 UUID 格式返回 true
|
||||
*/
|
||||
export function isValidGUID(value: string): boolean {
|
||||
const uuidRegex = /^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i;
|
||||
return uuidRegex.test(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 空 GUID 常量
|
||||
*
|
||||
* Empty GUID constant (all zeros).
|
||||
*/
|
||||
export const EMPTY_GUID = '00000000-0000-0000-0000-000000000000';
|
||||
@@ -8,3 +8,4 @@ export * from './Debug';
|
||||
export * from './Logger';
|
||||
export * from './BinarySerializer';
|
||||
export * from './Profiler';
|
||||
export * from './GUID';
|
||||
|
||||
@@ -18,6 +18,15 @@ export { PluginManager } from './Core/PluginManager';
|
||||
export { PluginState } from './Core/Plugin';
|
||||
export type { IPlugin, IPluginMetadata } from './Core/Plugin';
|
||||
|
||||
// 运行时模式服务 | Runtime Mode Service
|
||||
export {
|
||||
RuntimeModeService,
|
||||
RuntimeModeToken,
|
||||
createEditorModeService,
|
||||
createStandaloneModeService
|
||||
} from './Core/RuntimeModeService';
|
||||
export type { IRuntimeMode, RuntimeModeConfig } from './Core/RuntimeModeService';
|
||||
|
||||
// 内置插件
|
||||
export * from './Plugins';
|
||||
|
||||
|
||||
Reference in New Issue
Block a user