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:
@@ -12,24 +12,25 @@
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*/
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import type { ComponentRegistry as ComponentRegistryType, IScene, ServiceContainer } from '@esengine/ecs-framework';
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import { PluginServiceRegistry } from '@esengine/ecs-framework';
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import { TransformComponent } from './TransformComponent';
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import type { ModuleManifest } from './ModuleManifest';
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// 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)
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// Import service token system from local module (ensures tsup generates types with engine-core as source)
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// 导入 engine-core 特有的服务令牌
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// Import engine-core specific service tokens
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import {
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PluginServiceRegistry,
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createServiceToken,
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TransformTypeToken,
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type ServiceToken
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CanvasElementToken,
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EngineBridgeToken,
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type IEngineBridge
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} from './PluginServiceRegistry';
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// 导出服务令牌系统 | Export service token system
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// 导出 engine-core 特有的服务令牌 | Export engine-core specific service tokens
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export {
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PluginServiceRegistry,
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createServiceToken,
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TransformTypeToken,
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type ServiceToken
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CanvasElementToken,
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EngineBridgeToken,
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type IEngineBridge
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};
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// 重新导出 IEditorModuleBase(供编辑器插件使用)| Re-export for editor plugins
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@@ -168,7 +169,7 @@ export interface IRuntimeModule {
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* };
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* ```
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*/
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export interface IPlugin<TEditorModule = unknown> {
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export interface IRuntimePlugin<TEditorModule = unknown> {
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/** 模块清单 | Module manifest */
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readonly manifest: ModuleManifest;
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/** 运行时模块(可选) | Runtime module (optional) */
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@@ -183,6 +184,9 @@ export interface IPlugin<TEditorModule = unknown> {
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readonly editorModule?: TEditorModule;
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}
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/** @deprecated Use IRuntimePlugin instead */
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export type IPlugin<TEditorModule = unknown> = IRuntimePlugin<TEditorModule>;
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// ============================================================================
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// Engine Core 插件 | Engine Core Plugin
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// ============================================================================
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@@ -35,6 +35,7 @@
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import { MouseButton } from '@esengine/platform-common';
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import type { KeyboardEventInfo, MouseEventInfo, WheelEventInfo, TouchInfo } from '@esengine/platform-common';
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import type { IVector2 } from '@esengine/ecs-framework-math';
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/**
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* 按键状态
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@@ -62,14 +63,6 @@ export interface MouseButtonState {
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justReleased: boolean;
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}
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/**
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* 二维向量
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* 2D Vector
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*/
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export interface Vector2 {
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x: number;
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y: number;
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}
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/**
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* 输入管理器类
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@@ -82,12 +75,12 @@ export class InputManager {
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private _keysJustReleased: Set<string> = new Set();
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// ========== 鼠标状态 | Mouse state ==========
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private _mousePosition: Vector2 = { x: 0, y: 0 };
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private _mouseMovement: Vector2 = { x: 0, y: 0 };
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private _mousePosition: IVector2 = { x: 0, y: 0 };
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private _mouseMovement: IVector2 = { x: 0, y: 0 };
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private _mouseButtonStates: Map<MouseButton, MouseButtonState> = new Map();
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private _mouseButtonsJustPressed: Set<MouseButton> = new Set();
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private _mouseButtonsJustReleased: Set<MouseButton> = new Set();
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private _scrollDelta: Vector2 = { x: 0, y: 0 };
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private _scrollDelta: IVector2 = { x: 0, y: 0 };
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// ========== 触摸状态 | Touch state ==========
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private _touches: Map<number, TouchInfo> = new Map();
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@@ -159,7 +152,7 @@ export class InputManager {
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* 获取鼠标位置(屏幕坐标)
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* Get mouse position (screen coordinates)
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*/
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get mousePosition(): Readonly<Vector2> {
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get mousePosition(): Readonly<IVector2> {
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return this._mousePosition;
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}
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@@ -167,7 +160,7 @@ export class InputManager {
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* 获取鼠标本帧移动量
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* Get mouse movement this frame
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*/
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get mouseMovement(): Readonly<Vector2> {
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get mouseMovement(): Readonly<IVector2> {
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return this._mouseMovement;
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}
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@@ -175,7 +168,7 @@ export class InputManager {
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* 获取滚轮滚动量
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* Get scroll delta
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*/
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get scrollDelta(): Readonly<Vector2> {
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get scrollDelta(): Readonly<IVector2> {
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return this._scrollDelta;
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}
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@@ -27,7 +27,7 @@
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* ```
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*/
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export { InputManager, Input, type KeyState, type MouseButtonState, type Vector2 } from './InputManager';
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export { InputManager, Input, type KeyState, type MouseButtonState } from './InputManager';
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export { InputSystem, type InputSystemConfig } from './InputSystem';
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// 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 {
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/** Exported items for dependency checking | 导出项用于依赖检查 */
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exports: ModuleExports;
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// ==================== Asset Configuration ====================
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// ==================== 资产配置 ====================
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/**
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* Asset file extensions supported by this module.
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* 此模块支持的资产文件扩展名。
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*
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* Used by build pipeline to determine which files to copy and their types.
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* 构建管线使用此配置决定复制哪些文件及其类型。
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*
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* Example:
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* ```json
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* {
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* "assetExtensions": {
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* ".particle": "particle",
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* ".particle.json": "particle",
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* ".btree": "behavior-tree"
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* }
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* }
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* ```
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*/
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assetExtensions?: Record<string, string>;
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// ==================== Editor Integration ====================
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/**
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@@ -1,134 +1,18 @@
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/**
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* 插件服务注册表
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* Plugin Service Registry
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* 插件服务令牌(engine-core 特定)
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* Plugin Service Tokens (engine-core specific)
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*
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* 这个文件重新定义(不是 re-export)ServiceToken 和 PluginServiceRegistry,
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* 以确保 tsup/rollup-plugin-dts 生成的类型声明使用 engine-core 作为类型来源,
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* 而不是追踪到 plugin-types(会导致跨包类型不兼容)。
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* 核心类型 (PluginServiceRegistry, createServiceToken, ServiceToken) 从 @esengine/ecs-framework 导入。
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* 这里只定义 engine-core 特有的服务令牌。
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*
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* This file re-defines (not re-exports) ServiceToken and PluginServiceRegistry,
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* to ensure tsup/rollup-plugin-dts generated type declarations use engine-core
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* as the type source, instead of tracing back to plugin-types (which causes
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* cross-package type incompatibility).
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*
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* 设计原则 | Design principles:
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* 1. 类型安全 - 使用 ServiceToken 携带类型信息
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* 2. 显式依赖 - 通过导入 token 明确表达依赖关系
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* 3. 可选依赖 - get 返回 undefined,require 抛异常
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* 4. 单一职责 - 只负责服务注册和查询,不涉及生命周期管理
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* 5. 谁定义接口,谁导出 Token - 各模块定义自己的接口和 Token
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* 6. 单一类型来源 - 所有包从 engine-core 导入类型,不直接使用 plugin-types
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* Core types (PluginServiceRegistry, createServiceToken, ServiceToken) are imported from @esengine/ecs-framework.
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* This file only defines engine-core specific service tokens.
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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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import { createServiceToken } from '@esengine/ecs-framework';
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/**
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* 服务令牌接口
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* Service token interface
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*
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* 用于类型安全的服务注册和获取。
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* For type-safe service registration and retrieval.
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*
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* 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。
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* Note: __phantom is a required property to ensure TypeScript preserves generic
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* type information across packages.
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*/
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export interface ServiceToken<T> {
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readonly id: symbol;
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readonly name: string;
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/**
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* Phantom type 标记(强制类型推断)
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* Phantom type marker (enforces type inference)
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*/
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readonly __phantom: T;
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}
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/**
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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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* @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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return {
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id: Symbol(name),
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name
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} as ServiceToken<T>;
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}
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// ============================================================================
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// 插件服务注册表 | Plugin Service Registry
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// ============================================================================
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/**
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* 插件服务注册表
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* Plugin service registry
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*
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* 用于跨插件共享服务的类型安全注册表。
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* Type-safe registry for sharing services between plugins.
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*/
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export class PluginServiceRegistry {
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private _services = new Map<symbol, unknown>();
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/**
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* 注册服务
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* Register a service
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*/
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register<T>(token: ServiceToken<T>, service: T): void {
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this._services.set(token.id, service);
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}
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/**
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* 获取服务(可选)
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* Get a service (optional)
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*/
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get<T>(token: ServiceToken<T>): T | undefined {
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return this._services.get(token.id) as T | undefined;
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}
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/**
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* 获取服务(必需)
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* Get a service (required)
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*
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* @throws 如果服务未注册 | If service is not registered
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*/
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require<T>(token: ServiceToken<T>): T {
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const service = this._services.get(token.id);
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if (service === undefined) {
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throw new Error(`Service not found: ${token.name}`);
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}
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return service as T;
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}
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/**
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* 检查服务是否已注册
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* Check if a service is registered
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*/
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has<T>(token: ServiceToken<T>): boolean {
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return this._services.has(token.id);
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}
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/**
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* 注销服务
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* Unregister a service
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*/
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unregister<T>(token: ServiceToken<T>): boolean {
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return this._services.delete(token.id);
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}
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/**
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* 清空所有服务
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* Clear all services
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*/
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clear(): void {
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this._services.clear();
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}
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}
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// Re-export from ecs-framework for backwards compatibility
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export { PluginServiceRegistry, createServiceToken, type ServiceToken } from '@esengine/ecs-framework';
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// ============================================================================
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// engine-core 内部 Token | engine-core Internal Tokens
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@@ -139,9 +23,52 @@ export class PluginServiceRegistry {
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*
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* 使用 any 类型以允许各模块使用自己的 ITransformComponent 接口定义。
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* Using any type to allow modules to use their own ITransformComponent interface definition.
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*
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* 这是 engine-core 自己定义的 Token,因为 TransformComponent 在此模块中定义。
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* This is a Token defined by engine-core itself, as TransformComponent is defined in this module.
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*/
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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export const TransformTypeToken = createServiceToken<new (...args: any[]) => any>('transformType');
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/**
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* Canvas 元素的服务令牌
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* Service token for the canvas element
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*/
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export const CanvasElementToken = createServiceToken<HTMLCanvasElement>('canvasElement');
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// ============================================================================
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// 引擎桥接接口 | Engine Bridge Interface
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// ============================================================================
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/**
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* 引擎桥接接口
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* Engine bridge interface
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*
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* 定义 WASM 引擎桥接的核心契约,供各模块使用。
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* Defines the core contract of WASM engine bridge for modules to use.
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*/
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export interface IEngineBridge {
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/** 加载纹理 | Load texture */
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loadTexture(id: number, url: string): Promise<void>;
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/**
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* 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');
|
||||
|
||||
347
packages/engine-core/src/SortingLayer.ts
Normal file
347
packages/engine-core/src/SortingLayer.ts
Normal file
@@ -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;
|
||||
@@ -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 };
|
||||
|
||||
@@ -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';
|
||||
|
||||
Reference in New Issue
Block a user