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

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@@ -12,24 +12,25 @@
*/
import type { ComponentRegistry as ComponentRegistryType, IScene, ServiceContainer } from '@esengine/ecs-framework';
import { PluginServiceRegistry } from '@esengine/ecs-framework';
import { TransformComponent } from './TransformComponent';
import type { ModuleManifest } from './ModuleManifest';
// 从本地模块导入服务令牌系统(确保 tsup 生成的类型以 engine-core 为源)
// Import service token system from local module (ensures tsup generates types with engine-core as source)
// 导入 engine-core 特有的服务令牌
// Import engine-core specific service tokens
import {
PluginServiceRegistry,
createServiceToken,
TransformTypeToken,
type ServiceToken
CanvasElementToken,
EngineBridgeToken,
type IEngineBridge
} from './PluginServiceRegistry';
// 导出服务令牌系统 | Export service token system
// 导出 engine-core 特有的服务令牌 | Export engine-core specific service tokens
export {
PluginServiceRegistry,
createServiceToken,
TransformTypeToken,
type ServiceToken
CanvasElementToken,
EngineBridgeToken,
type IEngineBridge
};
// 重新导出 IEditorModuleBase供编辑器插件使用| Re-export for editor plugins
@@ -168,7 +169,7 @@ export interface IRuntimeModule {
* };
* ```
*/
export interface IPlugin<TEditorModule = unknown> {
export interface IRuntimePlugin<TEditorModule = unknown> {
/** 模块清单 | Module manifest */
readonly manifest: ModuleManifest;
/** 运行时模块(可选) | Runtime module (optional) */
@@ -183,6 +184,9 @@ export interface IPlugin<TEditorModule = unknown> {
readonly editorModule?: TEditorModule;
}
/** @deprecated Use IRuntimePlugin instead */
export type IPlugin<TEditorModule = unknown> = IRuntimePlugin<TEditorModule>;
// ============================================================================
// Engine Core 插件 | Engine Core Plugin
// ============================================================================

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@@ -35,6 +35,7 @@
import { MouseButton } from '@esengine/platform-common';
import type { KeyboardEventInfo, MouseEventInfo, WheelEventInfo, TouchInfo } from '@esengine/platform-common';
import type { IVector2 } from '@esengine/ecs-framework-math';
/**
* 按键状态
@@ -62,14 +63,6 @@ export interface MouseButtonState {
justReleased: boolean;
}
/**
* 二维向量
* 2D Vector
*/
export interface Vector2 {
x: number;
y: number;
}
/**
* 输入管理器类
@@ -82,12 +75,12 @@ export class InputManager {
private _keysJustReleased: Set<string> = new Set();
// ========== 鼠标状态 | Mouse state ==========
private _mousePosition: Vector2 = { x: 0, y: 0 };
private _mouseMovement: Vector2 = { x: 0, y: 0 };
private _mousePosition: IVector2 = { x: 0, y: 0 };
private _mouseMovement: IVector2 = { x: 0, y: 0 };
private _mouseButtonStates: Map<MouseButton, MouseButtonState> = new Map();
private _mouseButtonsJustPressed: Set<MouseButton> = new Set();
private _mouseButtonsJustReleased: Set<MouseButton> = new Set();
private _scrollDelta: Vector2 = { x: 0, y: 0 };
private _scrollDelta: IVector2 = { x: 0, y: 0 };
// ========== 触摸状态 | Touch state ==========
private _touches: Map<number, TouchInfo> = new Map();
@@ -159,7 +152,7 @@ export class InputManager {
* 获取鼠标位置(屏幕坐标)
* Get mouse position (screen coordinates)
*/
get mousePosition(): Readonly<Vector2> {
get mousePosition(): Readonly<IVector2> {
return this._mousePosition;
}
@@ -167,7 +160,7 @@ export class InputManager {
* 获取鼠标本帧移动量
* Get mouse movement this frame
*/
get mouseMovement(): Readonly<Vector2> {
get mouseMovement(): Readonly<IVector2> {
return this._mouseMovement;
}
@@ -175,7 +168,7 @@ export class InputManager {
* 获取滚轮滚动量
* Get scroll delta
*/
get scrollDelta(): Readonly<Vector2> {
get scrollDelta(): Readonly<IVector2> {
return this._scrollDelta;
}

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@@ -27,7 +27,7 @@
* ```
*/
export { InputManager, Input, type KeyState, type MouseButtonState, type Vector2 } from './InputManager';
export { InputManager, Input, type KeyState, type MouseButtonState } from './InputManager';
export { InputSystem, type InputSystemConfig } from './InputSystem';
// 重导出平台公共类型 | Re-export platform common types

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@@ -121,6 +121,29 @@ export interface ModuleManifest {
/** Exported items for dependency checking | 导出项用于依赖检查 */
exports: ModuleExports;
// ==================== Asset Configuration ====================
// ==================== 资产配置 ====================
/**
* Asset file extensions supported by this module.
* 此模块支持的资产文件扩展名。
*
* Used by build pipeline to determine which files to copy and their types.
* 构建管线使用此配置决定复制哪些文件及其类型。
*
* Example:
* ```json
* {
* "assetExtensions": {
* ".particle": "particle",
* ".particle.json": "particle",
* ".btree": "behavior-tree"
* }
* }
* ```
*/
assetExtensions?: Record<string, string>;
// ==================== Editor Integration ====================
/**

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@@ -1,134 +1,18 @@
/**
* 插件服务注册表
* Plugin Service Registry
* 插件服务令牌engine-core 特定)
* Plugin Service Tokens (engine-core specific)
*
* 这个文件重新定义(不是 re-exportServiceToken 和 PluginServiceRegistry
* 以确保 tsup/rollup-plugin-dts 生成的类型声明使用 engine-core 作为类型来源,
* 而不是追踪到 plugin-types会导致跨包类型不兼容
* 核心类型 (PluginServiceRegistry, createServiceToken, ServiceToken) 从 @esengine/ecs-framework 导入。
* 这里只定义 engine-core 特有的服务令牌。
*
* This file re-defines (not re-exports) ServiceToken and PluginServiceRegistry,
* to ensure tsup/rollup-plugin-dts generated type declarations use engine-core
* as the type source, instead of tracing back to plugin-types (which causes
* cross-package type incompatibility).
*
* 设计原则 | Design principles:
* 1. 类型安全 - 使用 ServiceToken 携带类型信息
* 2. 显式依赖 - 通过导入 token 明确表达依赖关系
* 3. 可选依赖 - get 返回 undefinedrequire 抛异常
* 4. 单一职责 - 只负责服务注册和查询,不涉及生命周期管理
* 5. 谁定义接口,谁导出 Token - 各模块定义自己的接口和 Token
* 6. 单一类型来源 - 所有包从 engine-core 导入类型,不直接使用 plugin-types
* Core types (PluginServiceRegistry, createServiceToken, ServiceToken) are imported from @esengine/ecs-framework.
* This file only defines engine-core specific service tokens.
*/
// ============================================================================
// 服务令牌 | Service Token
// ============================================================================
import { createServiceToken } from '@esengine/ecs-framework';
/**
* 服务令牌接口
* Service token interface
*
* 用于类型安全的服务注册和获取。
* For type-safe service registration and retrieval.
*
* 注意__phantom 是必需属性,确保 TypeScript 在跨包类型解析时保留泛型类型信息。
* Note: __phantom is a required property to ensure TypeScript preserves generic
* type information across packages.
*/
export interface ServiceToken<T> {
readonly id: symbol;
readonly name: string;
/**
* Phantom type 标记(强制类型推断)
* Phantom type marker (enforces type inference)
*/
readonly __phantom: T;
}
/**
* 创建服务令牌
* Create a service token
*
* @param name 令牌名称 | Token name
* @returns 服务令牌 | Service token
*/
export function createServiceToken<T>(name: string): ServiceToken<T> {
// __phantom 仅用于类型推断,运行时不需要实际值
// __phantom is only for type inference, no actual value needed at runtime
return {
id: Symbol(name),
name
} as ServiceToken<T>;
}
// ============================================================================
// 插件服务注册表 | Plugin Service Registry
// ============================================================================
/**
* 插件服务注册表
* Plugin service registry
*
* 用于跨插件共享服务的类型安全注册表。
* Type-safe registry for sharing services between plugins.
*/
export class PluginServiceRegistry {
private _services = new Map<symbol, unknown>();
/**
* 注册服务
* Register a service
*/
register<T>(token: ServiceToken<T>, service: T): void {
this._services.set(token.id, service);
}
/**
* 获取服务(可选)
* Get a service (optional)
*/
get<T>(token: ServiceToken<T>): T | undefined {
return this._services.get(token.id) as T | undefined;
}
/**
* 获取服务(必需)
* Get a service (required)
*
* @throws 如果服务未注册 | If service is not registered
*/
require<T>(token: ServiceToken<T>): T {
const service = this._services.get(token.id);
if (service === undefined) {
throw new Error(`Service not found: ${token.name}`);
}
return service as T;
}
/**
* 检查服务是否已注册
* Check if a service is registered
*/
has<T>(token: ServiceToken<T>): boolean {
return this._services.has(token.id);
}
/**
* 注销服务
* Unregister a service
*/
unregister<T>(token: ServiceToken<T>): boolean {
return this._services.delete(token.id);
}
/**
* 清空所有服务
* Clear all services
*/
clear(): void {
this._services.clear();
}
}
// Re-export from ecs-framework for backwards compatibility
export { PluginServiceRegistry, createServiceToken, type ServiceToken } from '@esengine/ecs-framework';
// ============================================================================
// engine-core 内部 Token | engine-core Internal Tokens
@@ -139,9 +23,52 @@ export class PluginServiceRegistry {
*
* 使用 any 类型以允许各模块使用自己的 ITransformComponent 接口定义。
* Using any type to allow modules to use their own ITransformComponent interface definition.
*
* 这是 engine-core 自己定义的 Token因为 TransformComponent 在此模块中定义。
* This is a Token defined by engine-core itself, as TransformComponent is defined in this module.
*/
// eslint-disable-next-line @typescript-eslint/no-explicit-any
export const TransformTypeToken = createServiceToken<new (...args: any[]) => any>('transformType');
/**
* Canvas 元素的服务令牌
* Service token for the canvas element
*/
export const CanvasElementToken = createServiceToken<HTMLCanvasElement>('canvasElement');
// ============================================================================
// 引擎桥接接口 | Engine Bridge Interface
// ============================================================================
/**
* 引擎桥接接口
* Engine bridge interface
*
* 定义 WASM 引擎桥接的核心契约,供各模块使用。
* Defines the core contract of WASM engine bridge for modules to use.
*/
export interface IEngineBridge {
/** 加载纹理 | Load texture */
loadTexture(id: number, url: string): Promise<void>;
/**
* 屏幕坐标转世界坐标
* Screen to world coordinate conversion
*/
screenToWorld(screenX: number, screenY: number): { x: number; y: number };
/**
* 世界坐标转屏幕坐标
* World to screen coordinate conversion
*/
worldToScreen(worldX: number, worldY: number): { x: number; y: number };
/**
* 设置清除颜色
* Set clear color
*/
setClearColor(r: number, g: number, b: number, a: number): void;
}
/**
* 引擎桥接服务令牌
* Engine bridge service token
*/
export const EngineBridgeToken = createServiceToken<IEngineBridge>('engineBridge');

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@@ -0,0 +1,347 @@
/**
* 排序层系统 - 控制渲染顺序
* Sorting Layer System - Controls render order
*
* 类似 Unity 的 Sorting Layer + Order in Layer 系统。
* Similar to Unity's Sorting Layer + Order in Layer system.
*
* @example
* ```typescript
* // 获取排序层管理器
* const manager = SortingLayerManager.instance;
*
* // 获取层的全局顺序
* const order = manager.getLayerOrder('UI'); // 200
*
* // 计算排序键(用于渲染排序)
* const sortKey = manager.getSortKey('UI', 10); // 200 * 10000 + 10 = 2000010
* ```
*/
import { createServiceToken } from './PluginServiceRegistry';
/**
* 排序层配置
* Sorting layer configuration
*/
export interface SortingLayerConfig {
/** 层名称 | Layer name */
name: string;
/** 全局顺序(数值越大越靠前)| Global order (higher = rendered later/on top) */
order: number;
/**
* 是否在屏幕空间渲染
* Whether to render in screen space
*
* 屏幕空间层使用固定正交投影,不受世界相机影响。
* Screen space layers use fixed orthographic projection, not affected by world camera.
*/
bScreenSpace?: boolean;
}
/**
* 可排序接口 - 所有可渲染组件应实现此接口
* Sortable interface - All renderable components should implement this
*/
export interface ISortable {
/** 排序层名称 | Sorting layer name */
sortingLayer: string;
/** 层内顺序 | Order within layer */
orderInLayer: number;
}
/**
* 默认排序层
* Default sorting layers
*
* 渲染顺序(从后到前):
* Render order (back to front):
*
* 世界空间 | World Space:
* - Background (-100): 背景
* - Default (0): 默认游戏对象
* - Foreground (100): 前景对象
* - WorldOverlay (150): 世界空间特效(技能、伤害数字等)
*
* 屏幕空间 | Screen Space:
* - UI (200): UI 元素
* - ScreenOverlay (300): 屏幕空间特效点击特效、Toast
* - Modal (400): 模态对话框、全屏遮罩
*/
export const DEFAULT_SORTING_LAYERS: SortingLayerConfig[] = [
// 世界空间层 | World space layers
{ name: 'Background', order: -100 },
{ name: 'Default', order: 0 },
{ name: 'Foreground', order: 100 },
{ name: 'WorldOverlay', order: 150 },
// 屏幕空间层 | Screen space layers
{ name: 'UI', order: 200, bScreenSpace: true },
{ name: 'ScreenOverlay', order: 300, bScreenSpace: true },
{ name: 'Modal', order: 400, bScreenSpace: true },
];
/**
* 排序层名称常量
* Sorting layer name constants
*/
export const SortingLayers = {
Background: 'Background',
Default: 'Default',
Foreground: 'Foreground',
WorldOverlay: 'WorldOverlay',
UI: 'UI',
ScreenOverlay: 'ScreenOverlay',
Modal: 'Modal',
} as const;
export type SortingLayerName = typeof SortingLayers[keyof typeof SortingLayers] | string;
/**
* 排序层管理器接口
* Sorting layer manager interface
*/
export interface ISortingLayerManager {
/**
* 获取所有排序层
* Get all sorting layers
*/
getLayers(): readonly SortingLayerConfig[];
/**
* 获取层的全局顺序
* Get layer's global order
*/
getLayerOrder(layerName: string): number;
/**
* 计算排序键
* Calculate sort key
*
* sortKey = layerOrder * 10000 + orderInLayer
*/
getSortKey(layerName: string, orderInLayer: number): number;
/**
* 添加自定义层
* Add custom layer
*/
addLayer(name: string, order: number, bScreenSpace?: boolean): void;
/**
* 移除自定义层
* Remove custom layer
*/
removeLayer(name: string): boolean;
/**
* 获取层名称列表(按顺序)
* Get layer names in order
*/
getLayerNames(): string[];
/**
* 检查层是否为屏幕空间层
* Check if layer is screen space
*/
isScreenSpace(layerName: string): boolean;
/**
* 获取所有屏幕空间层名称
* Get all screen space layer names
*/
getScreenSpaceLayers(): string[];
/**
* 获取所有世界空间层名称
* Get all world space layer names
*/
getWorldSpaceLayers(): string[];
}
/**
* 排序层管理器
* Sorting Layer Manager
*
* 管理渲染排序层,提供统一的排序键计算。
* Manages render sorting layers and provides unified sort key calculation.
*/
export class SortingLayerManager implements ISortingLayerManager {
private static _instance: SortingLayerManager | null = null;
private _layers: Map<string, SortingLayerConfig> = new Map();
private _sortedLayers: SortingLayerConfig[] = [];
/**
* 获取单例实例
* Get singleton instance
*/
static get instance(): SortingLayerManager {
if (!SortingLayerManager._instance) {
SortingLayerManager._instance = new SortingLayerManager();
}
return SortingLayerManager._instance;
}
constructor(layers?: SortingLayerConfig[]) {
const initialLayers = layers ?? DEFAULT_SORTING_LAYERS;
for (const layer of initialLayers) {
this._layers.set(layer.name, layer);
}
this._updateSortedLayers();
}
/**
* 获取所有排序层(按顺序)
* Get all sorting layers (in order)
*/
getLayers(): readonly SortingLayerConfig[] {
return this._sortedLayers;
}
/**
* 获取层的全局顺序
* Get layer's global order
*
* @param layerName 层名称 | Layer name
* @returns 全局顺序,未找到返回 0 | Global order, returns 0 if not found
*/
getLayerOrder(layerName: string): number {
return this._layers.get(layerName)?.order ?? 0;
}
/**
* 计算排序键
* Calculate sort key
*
* 用于渲染排序,数值越大越后渲染(显示在上面)。
* Used for render sorting, higher value = rendered later (on top).
*
* @param layerName 层名称 | Layer name
* @param orderInLayer 层内顺序 | Order within layer
* @returns 排序键 | Sort key
*/
getSortKey(layerName: string, orderInLayer: number): number {
const layerOrder = this.getLayerOrder(layerName);
// 使用 10000 作为乘数,允许 -9999 到 9999 的 orderInLayer
// Use 10000 as multiplier, allows orderInLayer from -9999 to 9999
return layerOrder * 10000 + orderInLayer;
}
/**
* 添加自定义层
* Add custom layer
*
* @param name 层名称 | Layer name
* @param order 全局顺序 | Global order
* @param bScreenSpace 是否为屏幕空间层 | Whether screen space layer
*/
addLayer(name: string, order: number, bScreenSpace: boolean = false): void {
this._layers.set(name, { name, order, bScreenSpace });
this._updateSortedLayers();
}
/**
* 移除自定义层
* Remove custom layer
*
* 注意:不能移除默认层。
* Note: Cannot remove default layers.
*
* @param name 层名称 | Layer name
* @returns 是否成功移除 | Whether successfully removed
*/
removeLayer(name: string): boolean {
// 检查是否为默认层 | Check if default layer
if (DEFAULT_SORTING_LAYERS.some(l => l.name === name)) {
console.warn(`[SortingLayerManager] Cannot remove default layer: ${name}`);
return false;
}
const result = this._layers.delete(name);
if (result) {
this._updateSortedLayers();
}
return result;
}
/**
* 获取层名称列表(按顺序)
* Get layer names in order
*/
getLayerNames(): string[] {
return this._sortedLayers.map(l => l.name);
}
/**
* 检查层是否存在
* Check if layer exists
*/
hasLayer(name: string): boolean {
return this._layers.has(name);
}
/**
* 检查层是否为屏幕空间层
* Check if layer is screen space
*
* @param layerName 层名称 | Layer name
* @returns 是否为屏幕空间层,未找到返回 false | Whether screen space, returns false if not found
*/
isScreenSpace(layerName: string): boolean {
return this._layers.get(layerName)?.bScreenSpace ?? false;
}
/**
* 获取所有屏幕空间层名称
* Get all screen space layer names
*/
getScreenSpaceLayers(): string[] {
return this._sortedLayers
.filter(l => l.bScreenSpace)
.map(l => l.name);
}
/**
* 获取所有世界空间层名称
* Get all world space layer names
*/
getWorldSpaceLayers(): string[] {
return this._sortedLayers
.filter(l => !l.bScreenSpace)
.map(l => l.name);
}
/**
* 重置为默认层
* Reset to default layers
*/
reset(): void {
this._layers.clear();
for (const layer of DEFAULT_SORTING_LAYERS) {
this._layers.set(layer.name, layer);
}
this._updateSortedLayers();
}
/**
* 更新排序后的层列表
* Update sorted layer list
*/
private _updateSortedLayers(): void {
this._sortedLayers = Array.from(this._layers.values())
.sort((a, b) => a.order - b.order);
}
}
/**
* 排序层管理器服务令牌
* Sorting layer manager service token
*/
export const SortingLayerManagerToken = createServiceToken<ISortingLayerManager>('sortingLayerManager');
/**
* 全局排序层管理器实例
* Global sorting layer manager instance
*/
export const sortingLayerManager = SortingLayerManager.instance;

View File

@@ -1,14 +1,12 @@
import { Component, ECSComponent, Serializable, Serialize, Property } from '@esengine/ecs-framework';
export interface Vector3 {
x: number;
y: number;
z: number;
}
import type { IVector3 } from '@esengine/ecs-framework-math';
/**
* 3x3 矩阵(用于 2D 变换:旋转 + 缩放)
* 实际存储为 [a, b, c, d, tx, ty] 形式的仿射变换
*
* 3x3 matrix for 2D transforms (rotation + scale).
* Stored as affine transform [a, b, c, d, tx, ty].
*/
export interface Matrix2D {
a: number; // scaleX * cos(rotation)
@@ -24,27 +22,27 @@ export interface Matrix2D {
export class TransformComponent extends Component {
@Serialize()
@Property({ type: 'vector3', label: 'Position' })
position: Vector3 = { x: 0, y: 0, z: 0 };
position: IVector3 = { x: 0, y: 0, z: 0 };
/** 欧拉角,单位:度 */
@Serialize()
@Property({ type: 'vector3', label: 'Rotation' })
rotation: Vector3 = { x: 0, y: 0, z: 0 };
rotation: IVector3 = { x: 0, y: 0, z: 0 };
@Serialize()
@Property({ type: 'vector3', label: 'Scale' })
scale: Vector3 = { x: 1, y: 1, z: 1 };
scale: IVector3 = { x: 1, y: 1, z: 1 };
// ===== 世界变换(由 TransformSystem 计算)=====
/** 世界位置(只读,由 TransformSystem 计算) */
worldPosition: Vector3 = { x: 0, y: 0, z: 0 };
worldPosition: IVector3 = { x: 0, y: 0, z: 0 };
/** 世界旋转(只读,由 TransformSystem 计算) */
worldRotation: Vector3 = { x: 0, y: 0, z: 0 };
worldRotation: IVector3 = { x: 0, y: 0, z: 0 };
/** 世界缩放(只读,由 TransformSystem 计算) */
worldScale: Vector3 = { x: 1, y: 1, z: 1 };
worldScale: IVector3 = { x: 1, y: 1, z: 1 };
/** 本地到世界的 2D 变换矩阵(只读,由 TransformSystem 计算) */
localToWorldMatrix: Matrix2D = { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0 };

View File

@@ -1,21 +1,22 @@
export { TransformComponent, type Vector3, type Matrix2D } from './TransformComponent';
export { TransformComponent, type Matrix2D } from './TransformComponent';
export { TransformSystem } from './TransformSystem';
export { HierarchyComponent } from './HierarchyComponent';
export { HierarchySystem } from './HierarchySystem';
export {
EnginePlugin,
// Type exports
type LoadingPhase,
type SystemContext,
type IRuntimeModule,
type IPlugin,
// Plugin service registry (defined locally in PluginServiceRegistry.ts)
PluginServiceRegistry,
createServiceToken,
type IRuntimePlugin,
// Engine-specific service tokens
TransformTypeToken,
CanvasElementToken,
EngineBridgeToken,
// Types
type ServiceToken,
type IEditorModuleBase
type IEditorModuleBase,
type IEngineBridge
} from './EnginePlugin';
// Module Manifest types (unified module/plugin configuration)
@@ -35,10 +36,22 @@ export {
type InputSystemConfig,
type KeyState,
type MouseButtonState,
type Vector2,
type KeyboardEventInfo,
type MouseEventInfo,
type WheelEventInfo,
type TouchInfo,
type TouchEvent
} from './Input';
// Sorting Layer System (render order control)
export {
SortingLayerManager,
sortingLayerManager,
SortingLayerManagerToken,
SortingLayers,
DEFAULT_SORTING_LAYERS,
type ISortingLayerManager,
type ISortable,
type SortingLayerConfig,
type SortingLayerName
} from './SortingLayer';