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:
YHH
2025-12-13 19:44:08 +08:00
committed by GitHub
parent a716d8006c
commit beaa1d09de
258 changed files with 17725 additions and 3030 deletions

View File

@@ -119,18 +119,18 @@ export function AssetField({
e.stopPropagation();
}, []);
const handleDrop = useCallback((e: React.DragEvent) => {
const handleDrop = useCallback(async (e: React.DragEvent) => {
e.preventDefault();
e.stopPropagation();
setIsDragging(false);
if (readonly) return;
if (readonly || !assetRegistry) return;
// Try to get GUID from drag data first
const assetGuid = e.dataTransfer.getData('asset-guid');
if (assetGuid && isGUID(assetGuid)) {
// Validate extension if needed
if (fileExtension && assetRegistry) {
if (fileExtension) {
const path = assetRegistry.getPathByGuid(assetGuid);
if (path && !path.endsWith(fileExtension)) {
return; // Extension mismatch
@@ -140,50 +140,63 @@ export function AssetField({
return;
}
// Fallback: handle asset-path and convert to GUID
// Handle asset-path: convert to GUID or register
const assetPath = e.dataTransfer.getData('asset-path');
if (assetPath && (!fileExtension || assetPath.endsWith(fileExtension))) {
// Try to get GUID from path
if (assetRegistry) {
// Path might be absolute, convert to relative first
let relativePath = assetPath;
if (assetPath.includes(':') || assetPath.startsWith('/')) {
relativePath = assetRegistry.absoluteToRelative(assetPath) || assetPath;
}
const guid = assetRegistry.getGuidByPath(relativePath);
// Path might be absolute, convert to relative first
let relativePath = assetPath;
if (assetPath.includes(':') || assetPath.startsWith('/')) {
relativePath = assetRegistry.absoluteToRelative(assetPath) || assetPath;
}
// 尝试多种路径格式 | Try multiple path formats
const pathVariants = [relativePath, relativePath.replace(/\\/g, '/')];
for (const variant of pathVariants) {
const guid = assetRegistry.getGuidByPath(variant);
if (guid) {
onChange(guid);
return;
}
}
// Fallback to path if GUID not found (backward compatibility)
onChange(assetPath);
return;
}
// Handle file drops
const files = Array.from(e.dataTransfer.files);
const file = files.find((f) =>
!fileExtension || f.name.endsWith(fileExtension)
);
if (file) {
// For file drops, we still use filename (need to register first)
onChange(file.name);
// GUID 不存在,尝试注册 | GUID not found, try to register
const absolutePath = assetPath.includes(':') ? assetPath : null;
if (absolutePath) {
try {
const newGuid = await assetRegistry.registerAsset(absolutePath);
if (newGuid) {
console.log(`[AssetField] Registered dropped asset with GUID: ${newGuid}`);
onChange(newGuid);
return;
}
} catch (error) {
console.error(`[AssetField] Failed to register dropped asset:`, error);
}
}
console.error(`[AssetField] Cannot use dropped asset without GUID: "${assetPath}"`);
return;
}
// Handle text/plain drops (might be GUID or path)
const text = e.dataTransfer.getData('text/plain');
if (text && (!fileExtension || text.endsWith(fileExtension))) {
// Try to convert to GUID if it's a path
if (assetRegistry && !isGUID(text)) {
const guid = assetRegistry.getGuidByPath(text);
if (isGUID(text)) {
onChange(text);
return;
}
// Try to get GUID from path
const pathVariants = [text, text.replace(/\\/g, '/')];
for (const variant of pathVariants) {
const guid = assetRegistry.getGuidByPath(variant);
if (guid) {
onChange(guid);
return;
}
}
onChange(text);
console.error(`[AssetField] Cannot use dropped text without GUID: "${text}"`);
}
}, [onChange, fileExtension, readonly, assetRegistry]);
@@ -192,23 +205,60 @@ export function AssetField({
setShowPicker(true);
}, [readonly]);
const handlePickerSelect = useCallback((path: string) => {
// Convert path to GUID if possible
if (assetRegistry) {
// Path might be absolute, convert to relative first
let relativePath = path;
if (path.includes(':') || path.startsWith('/')) {
relativePath = assetRegistry.absoluteToRelative(path) || path;
}
const guid = assetRegistry.getGuidByPath(relativePath);
const handlePickerSelect = useCallback(async (path: string) => {
// Convert path to GUID - 必须使用 GUID不能使用路径
// Must use GUID, cannot use path!
if (!assetRegistry) {
console.error(`[AssetField] AssetRegistry not available, cannot select asset`);
setShowPicker(false);
return;
}
// Path might be absolute, convert to relative first
let relativePath = path;
if (path.includes(':') || path.startsWith('/')) {
relativePath = assetRegistry.absoluteToRelative(path) || path;
}
// 尝试多种路径格式 | Try multiple path formats
const pathVariants = [
relativePath,
relativePath.replace(/\\/g, '/'), // 统一为正斜杠
];
for (const variant of pathVariants) {
const guid = assetRegistry.getGuidByPath(variant);
if (guid) {
console.log(`[AssetField] Found GUID for path "${path}": ${guid}`);
onChange(guid);
setShowPicker(false);
return;
}
}
// Fallback to path if GUID not found
onChange(path);
// GUID 不存在,尝试注册资产(创建 .meta 文件)
// GUID not found, try to register asset (create .meta file)
console.warn(`[AssetField] GUID not found for path "${path}", registering asset...`);
try {
// 使用绝对路径注册 | Register using absolute path
const absolutePath = path.includes(':') ? path : null;
if (absolutePath) {
const newGuid = await assetRegistry.registerAsset(absolutePath);
if (newGuid) {
console.log(`[AssetField] Registered new asset with GUID: ${newGuid}`);
onChange(newGuid);
setShowPicker(false);
return;
}
}
} catch (error) {
console.error(`[AssetField] Failed to register asset:`, error);
}
// 注册失败,不能使用路径(会导致打包后找不到)
// Registration failed, cannot use path (will fail after build)
console.error(`[AssetField] Cannot use asset without GUID: "${path}". Please ensure the asset is in a managed directory (assets/, scripts/, scenes/).`);
setShowPicker(false);
}, [onChange, assetRegistry]);