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:
443
packages/particle/src/systems/ClickFxSystem.ts
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443
packages/particle/src/systems/ClickFxSystem.ts
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/**
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* 点击特效系统 - 处理点击输入并生成粒子效果
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* Click FX System - Handles click input and spawns particle effects
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*
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* 监听用户点击/触摸事件,在点击位置创建粒子效果实体。
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* Listens for user click/touch events and creates particle effect entities at click position.
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*/
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import { EntitySystem, Matcher, Entity, ECSSystem, PluginServiceRegistry, createServiceToken } from '@esengine/ecs-framework';
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import { Input, MouseButton, TransformComponent, SortingLayers } from '@esengine/engine-core';
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import type { IAssetManager } from '@esengine/asset-system';
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import { ClickFxComponent, ClickFxTriggerMode } from '../ClickFxComponent';
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import { ParticleSystemComponent, RenderSpace } from '../ParticleSystemComponent';
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import type { IParticleAsset } from '../loaders/ParticleLoader';
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// ============================================================================
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// 本地服务令牌定义 | Local Service Token Definitions
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// ============================================================================
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// 使用 createServiceToken() 本地定义(与 runtime-core 相同策略)
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// createServiceToken() 使用 Symbol.for(),确保运行时与源模块令牌匹配
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//
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// Local token definitions using createServiceToken() (same strategy as runtime-core)
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// createServiceToken() uses Symbol.for(), ensuring runtime match with source module tokens
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// ============================================================================
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/**
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* EngineBridge 接口(最小定义,用于坐标转换)
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* EngineBridge interface (minimal definition for coordinate conversion)
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*/
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interface IEngineBridge {
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screenToWorld(screenX: number, screenY: number): { x: number; y: number };
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}
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/**
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* EngineRenderSystem 接口(最小定义,用于获取 UI Canvas 尺寸)
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* EngineRenderSystem interface (minimal definition for getting UI canvas size)
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*/
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interface IEngineRenderSystem {
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getUICanvasSize(): { width: number; height: number };
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}
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// EngineBridge 令牌(与 engine-core 中的一致)
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// EngineBridge token (consistent with engine-core)
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const EngineBridgeToken = createServiceToken<IEngineBridge>('engineBridge');
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// RenderSystem 令牌(与 ecs-engine-bindgen 中的一致)
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// RenderSystem token (consistent with ecs-engine-bindgen)
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const RenderSystemToken = createServiceToken<IEngineRenderSystem>('renderSystem');
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/**
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* 点击特效系统
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* Click FX System
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*
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* @example
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* ```typescript
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* // 在场景中添加系统
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* scene.addSystem(new ClickFxSystem());
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*
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* // 创建带有 ClickFxComponent 的实体
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* const clickFxEntity = scene.createEntity('ClickFx');
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* const clickFx = clickFxEntity.addComponent(new ClickFxComponent());
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* clickFx.particleAssets = ['particle-guid-1', 'particle-guid-2'];
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* ```
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*/
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@ECSSystem('ClickFx', { updateOrder: 100 })
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export class ClickFxSystem extends EntitySystem {
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private _engineBridge: IEngineBridge | null = null;
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private _renderSystem: IEngineRenderSystem | null = null;
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private _assetManager: IAssetManager | null = null;
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private _entitiesToDestroy: Entity[] = [];
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private _canvas: HTMLCanvasElement | null = null;
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constructor() {
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super(Matcher.empty().all(ClickFxComponent));
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}
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/**
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* 设置资产管理器
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* Set asset manager
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*/
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setAssetManager(assetManager: IAssetManager | null): void {
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this._assetManager = assetManager;
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}
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/**
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* 设置服务注册表(用于获取 EngineBridge 和 RenderSystem)
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* Set service registry (for getting EngineBridge and RenderSystem)
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*/
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setServiceRegistry(services: PluginServiceRegistry): void {
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this._engineBridge = services.get(EngineBridgeToken) ?? null;
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this._renderSystem = services.get(RenderSystemToken) ?? null;
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}
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/**
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* 设置 EngineBridge(直接注入)
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* Set EngineBridge (direct injection)
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*/
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setEngineBridge(bridge: IEngineBridge): void {
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this._engineBridge = bridge;
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}
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/**
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* 设置 RenderSystem(直接注入)
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* Set RenderSystem (direct injection)
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*/
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setRenderSystem(renderSystem: IEngineRenderSystem): void {
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this._renderSystem = renderSystem;
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}
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/**
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* 设置 Canvas 元素(用于计算相对坐标)
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* Set canvas element (for calculating relative coordinates)
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*/
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setCanvas(canvas: HTMLCanvasElement): void {
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this._canvas = canvas;
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}
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/**
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* 检查是否应该处理
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* Check if should process
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*
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* 只在运行时模式(非编辑器模式)下处理点击事件
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* Only process click events in runtime mode (not editor mode)
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*/
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protected override onCheckProcessing(): boolean {
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// 编辑器模式下不处理(预览时也不处理,只有 Play 模式才处理)
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// Don't process in editor mode (including preview, only in Play mode)
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if (this.scene?.isEditorMode) {
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return false;
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}
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return super.onCheckProcessing();
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}
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protected override process(entities: readonly Entity[]): void {
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// 处理延迟销毁 | Process delayed destruction
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if (this._entitiesToDestroy.length > 0 && this.scene) {
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this.scene.destroyEntities(this._entitiesToDestroy);
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this._entitiesToDestroy = [];
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}
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for (const entity of entities) {
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const clickFx = entity.getComponent(ClickFxComponent);
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if (!clickFx || !clickFx.fxEnabled) continue;
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// 清理过期的特效 | Clean up expired effects
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this._cleanupExpiredEffects(clickFx);
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// 检查触发条件 | Check trigger conditions
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const triggered = this._checkTrigger(clickFx);
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if (!triggered) continue;
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// 检查是否可以添加新特效 | Check if can add new effect
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if (!clickFx.canAddEffect()) continue;
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// 获取点击/触摸位置 | Get click/touch position
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const screenPos = this._getInputPosition(clickFx);
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if (!screenPos) continue;
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// 转换为 canvas 相对坐标 | Convert to canvas-relative coordinates
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const canvasPos = this._windowToCanvas(screenPos.x, screenPos.y);
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// 应用偏移 | Apply offset
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canvasPos.x += clickFx.positionOffset.x;
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canvasPos.y += clickFx.positionOffset.y;
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// 创建粒子效果(使用屏幕空间坐标)
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// Create particle effect (using screen space coordinates)
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this._spawnEffect(clickFx, canvasPos.x, canvasPos.y);
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}
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}
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/**
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* 窗口坐标转 canvas 相对坐标
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* Window to canvas-relative coordinate conversion
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*
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* 将窗口坐标转换为 UI Canvas 的像素坐标。
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* Converts window coordinates to UI canvas pixel coordinates.
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*/
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private _windowToCanvas(windowX: number, windowY: number): { x: number; y: number } {
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// 获取 UI Canvas 尺寸 | Get UI canvas size
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const canvasSize = this._renderSystem?.getUICanvasSize();
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const uiCanvasWidth = canvasSize?.width ?? 1920;
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const uiCanvasHeight = canvasSize?.height ?? 1080;
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let canvasX = windowX;
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let canvasY = windowY;
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if (this._canvas) {
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const rect = this._canvas.getBoundingClientRect();
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// 计算 CSS 坐标 | Calculate CSS coordinates
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canvasX = windowX - rect.left;
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canvasY = windowY - rect.top;
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// 将 CSS 坐标映射到 UI Canvas 坐标
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// Map CSS coordinates to UI canvas coordinates
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// UI Canvas 保持宽高比,可能会有 letterbox/pillarbox
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// UI Canvas maintains aspect ratio, may have letterbox/pillarbox
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const cssWidth = rect.width;
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const cssHeight = rect.height;
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// 计算 UI Canvas 在 CSS 坐标中的实际显示区域
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// Calculate actual display area of UI Canvas in CSS coordinates
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const uiAspect = uiCanvasWidth / uiCanvasHeight;
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const cssAspect = cssWidth / cssHeight;
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let displayWidth: number;
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let displayHeight: number;
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let offsetX = 0;
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let offsetY = 0;
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if (cssAspect > uiAspect) {
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// CSS 更宽,pillarbox(左右黑边)
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// CSS is wider, pillarbox (black bars on sides)
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displayHeight = cssHeight;
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displayWidth = cssHeight * uiAspect;
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offsetX = (cssWidth - displayWidth) / 2;
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} else {
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// CSS 更高,letterbox(上下黑边)
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// CSS is taller, letterbox (black bars on top/bottom)
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displayWidth = cssWidth;
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displayHeight = cssWidth / uiAspect;
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offsetY = (cssHeight - displayHeight) / 2;
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}
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// 转换为 UI Canvas 坐标
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// Convert to UI canvas coordinates
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canvasX = ((canvasX - offsetX) / displayWidth) * uiCanvasWidth;
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canvasY = ((canvasY - offsetY) / displayHeight) * uiCanvasHeight;
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}
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return { x: canvasX, y: canvasY };
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}
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/**
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* 检查触发条件
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* Check trigger conditions
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*/
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private _checkTrigger(clickFx: ClickFxComponent): boolean {
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const mode = clickFx.triggerMode;
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switch (mode) {
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case ClickFxTriggerMode.LeftClick:
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return Input.isMouseButtonJustPressed(MouseButton.Left);
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case ClickFxTriggerMode.RightClick:
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return Input.isMouseButtonJustPressed(MouseButton.Right);
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case ClickFxTriggerMode.AnyClick:
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return Input.isMouseButtonJustPressed(MouseButton.Left) ||
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Input.isMouseButtonJustPressed(MouseButton.Middle) ||
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Input.isMouseButtonJustPressed(MouseButton.Right);
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case ClickFxTriggerMode.Touch:
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return this._checkTouchStart();
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case ClickFxTriggerMode.All:
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return Input.isMouseButtonJustPressed(MouseButton.Left) ||
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Input.isMouseButtonJustPressed(MouseButton.Middle) ||
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Input.isMouseButtonJustPressed(MouseButton.Right) ||
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this._checkTouchStart();
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default:
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return false;
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}
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}
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/**
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* 检查是否有新的触摸开始
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* Check if there's a new touch start
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*/
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private _checkTouchStart(): boolean {
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for (const [id] of Input.touches) {
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if (Input.isTouchJustStarted(id)) {
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return true;
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}
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}
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return false;
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}
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/**
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* 获取输入位置
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* Get input position
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*/
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private _getInputPosition(clickFx: ClickFxComponent): { x: number; y: number } | null {
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const mode = clickFx.triggerMode;
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// 优先检查触摸 | Check touch first
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if (mode === ClickFxTriggerMode.Touch || mode === ClickFxTriggerMode.All) {
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for (const [id, touch] of Input.touches) {
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if (Input.isTouchJustStarted(id)) {
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return { x: touch.x, y: touch.y };
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}
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}
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}
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// 检查鼠标 | Check mouse
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if (mode !== ClickFxTriggerMode.Touch) {
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return { x: Input.mousePosition.x, y: Input.mousePosition.y };
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}
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return null;
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}
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/**
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* 生成粒子效果
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* Spawn particle effect
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*
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* 点击特效使用屏幕空间渲染,坐标相对于 UI Canvas 中心。
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* Click effects use screen space rendering, coordinates relative to UI canvas center.
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*/
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private _spawnEffect(clickFx: ClickFxComponent, screenX: number, screenY: number): void {
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const particleGuid = clickFx.getNextParticleAsset();
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if (!particleGuid) {
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console.warn('[ClickFxSystem] No particle assets configured');
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return;
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}
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if (!this.scene) {
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console.warn('[ClickFxSystem] No scene available');
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return;
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}
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// 获取 UI Canvas 尺寸 | Get UI canvas size
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const canvasSize = this._renderSystem?.getUICanvasSize();
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const canvasWidth = canvasSize?.width ?? 1920;
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const canvasHeight = canvasSize?.height ?? 1080;
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// 将屏幕坐标转换为屏幕空间坐标(相对于 UI Canvas 中心)
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// Convert screen coords to screen space coords (relative to UI canvas center)
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// 屏幕空间坐标系:中心为 (0, 0),Y 轴向上
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// Screen space coordinate system: center at (0, 0), Y-axis up
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const screenSpaceX = screenX - canvasWidth / 2;
|
||||
const screenSpaceY = canvasHeight / 2 - screenY; // Y 翻转
|
||||
|
||||
// 创建特效实体 | Create effect entity
|
||||
const effectEntity = this.scene.createEntity(`ClickFx_${Date.now()}`);
|
||||
|
||||
// 添加 Transform(使用屏幕空间坐标)| Add Transform (using screen space coords)
|
||||
const transform = effectEntity.addComponent(new TransformComponent(screenSpaceX, screenSpaceY));
|
||||
transform.setScale(clickFx.scale, clickFx.scale, 1);
|
||||
|
||||
// 添加 ParticleSystem | Add ParticleSystem
|
||||
const particleSystem = effectEntity.addComponent(new ParticleSystemComponent());
|
||||
particleSystem.particleAssetGuid = particleGuid;
|
||||
particleSystem.autoPlay = true;
|
||||
// 使用 ScreenOverlay 层和屏幕空间渲染
|
||||
// Use ScreenOverlay layer and screen space rendering
|
||||
particleSystem.sortingLayer = SortingLayers.ScreenOverlay;
|
||||
particleSystem.orderInLayer = 0;
|
||||
particleSystem.renderSpace = RenderSpace.Screen;
|
||||
|
||||
// 记录活跃特效 | Record active effect
|
||||
clickFx.addActiveEffect(effectEntity.id);
|
||||
|
||||
// 异步加载并播放 | Async load and play
|
||||
if (this._assetManager) {
|
||||
this._assetManager.loadAsset<IParticleAsset>(particleGuid).then(result => {
|
||||
if (result?.asset) {
|
||||
particleSystem.setAssetData(result.asset);
|
||||
// 应用资产的排序属性 | Apply sorting properties from asset
|
||||
if (result.asset.sortingLayer) {
|
||||
particleSystem.sortingLayer = result.asset.sortingLayer;
|
||||
}
|
||||
if (result.asset.orderInLayer !== undefined) {
|
||||
particleSystem.orderInLayer = result.asset.orderInLayer;
|
||||
}
|
||||
particleSystem.play();
|
||||
} else {
|
||||
console.warn(`[ClickFxSystem] Failed to load particle asset: ${particleGuid}`);
|
||||
}
|
||||
}).catch(error => {
|
||||
console.error(`[ClickFxSystem] Error loading particle asset ${particleGuid}:`, error);
|
||||
});
|
||||
} else {
|
||||
console.warn('[ClickFxSystem] AssetManager not set, cannot load particle asset');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理过期的特效
|
||||
* Clean up expired effects
|
||||
*/
|
||||
private _cleanupExpiredEffects(clickFx: ClickFxComponent): void {
|
||||
if (!this.scene) return;
|
||||
|
||||
const now = Date.now();
|
||||
const lifetimeMs = clickFx.effectLifetime * 1000;
|
||||
const effectsToRemove: number[] = [];
|
||||
|
||||
for (const effect of clickFx.getActiveEffects()) {
|
||||
const age = now - effect.startTime;
|
||||
|
||||
if (age >= lifetimeMs) {
|
||||
// 标记为需要移除 | Mark for removal
|
||||
effectsToRemove.push(effect.entityId);
|
||||
|
||||
// 查找并销毁实体 | Find and destroy entity
|
||||
const entity = this.scene.findEntityById(effect.entityId);
|
||||
if (entity) {
|
||||
// 停止粒子系统 | Stop particle system
|
||||
const particleSystem = entity.getComponent(ParticleSystemComponent);
|
||||
if (particleSystem) {
|
||||
particleSystem.stop(true);
|
||||
}
|
||||
|
||||
// 添加到销毁队列 | Add to destroy queue
|
||||
this._entitiesToDestroy.push(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 从记录中移除 | Remove from records
|
||||
for (const entityId of effectsToRemove) {
|
||||
clickFx.removeActiveEffect(entityId);
|
||||
}
|
||||
}
|
||||
|
||||
protected override onDestroy(): void {
|
||||
// 清理所有特效 | Clean up all effects
|
||||
if (this.scene) {
|
||||
const entities = this.scene.entities.buffer;
|
||||
for (let i = 0; i < entities.length; i++) {
|
||||
const entity = entities[i];
|
||||
const clickFx = entity.getComponent(ClickFxComponent);
|
||||
if (clickFx) {
|
||||
for (const effect of clickFx.getActiveEffects()) {
|
||||
const effectEntity = this.scene.findEntityById(effect.entityId);
|
||||
if (effectEntity) {
|
||||
this._entitiesToDestroy.push(effectEntity);
|
||||
}
|
||||
}
|
||||
clickFx.clearActiveEffects();
|
||||
}
|
||||
}
|
||||
|
||||
// 立即销毁 | Destroy immediately
|
||||
if (this._entitiesToDestroy.length > 0) {
|
||||
this.scene.destroyEntities(this._entitiesToDestroy);
|
||||
this._entitiesToDestroy = [];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,10 @@
|
||||
import { EntitySystem, Matcher, ECSSystem, Time, Entity, type Component, type ComponentType } from '@esengine/ecs-framework';
|
||||
import type { IEngineIntegration, IEngineBridge } from '@esengine/ecs-engine-bindgen';
|
||||
import type { IAssetManager } from '@esengine/asset-system';
|
||||
import { ParticleSystemComponent } from '../ParticleSystemComponent';
|
||||
import { ParticleRenderDataProvider } from '../rendering/ParticleRenderDataProvider';
|
||||
import { Physics2DCollisionModule, type IPhysics2DQuery } from '../modules/Physics2DCollisionModule';
|
||||
import type { IParticleAsset } from '../loaders/ParticleLoader';
|
||||
|
||||
/**
|
||||
* 默认粒子纹理 ID
|
||||
@@ -72,6 +74,7 @@ export class ParticleUpdateSystem extends EntitySystem {
|
||||
private _engineIntegration: IEngineIntegration | null = null;
|
||||
private _engineBridge: IEngineBridge | null = null;
|
||||
private _physics2DQuery: IPhysics2DQuery | null = null;
|
||||
private _assetManager: IAssetManager | null = null;
|
||||
private _defaultTextureLoaded: boolean = false;
|
||||
private _defaultTextureLoading: boolean = false;
|
||||
/** 追踪每个粒子组件上次加载的资产 GUID | Track last loaded asset GUID for each particle component */
|
||||
@@ -125,6 +128,16 @@ export class ParticleUpdateSystem extends EntitySystem {
|
||||
this._physics2DQuery = query;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置资产管理器
|
||||
* Set asset manager
|
||||
*
|
||||
* @param assetManager - 资产管理器实例 | Asset manager instance
|
||||
*/
|
||||
setAssetManager(assetManager: IAssetManager | null): void {
|
||||
this._assetManager = assetManager;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取渲染数据提供者
|
||||
* Get render data provider
|
||||
@@ -219,6 +232,31 @@ export class ParticleUpdateSystem extends EntitySystem {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 加载粒子资产
|
||||
* Load particle asset
|
||||
*
|
||||
* 使用注入的 assetManager 加载资产,避免使用全局单例。
|
||||
* Uses injected assetManager to load assets, avoiding global singleton.
|
||||
*
|
||||
* @param guid 资产 GUID | Asset GUID
|
||||
* @param bForceReload 是否强制重新加载 | Whether to force reload
|
||||
* @returns 加载的资产数据或 null | Loaded asset data or null
|
||||
*/
|
||||
private async _loadParticleAsset(guid: string, bForceReload: boolean = false): Promise<IParticleAsset | null> {
|
||||
if (!guid || !this._assetManager) {
|
||||
return null;
|
||||
}
|
||||
|
||||
try {
|
||||
const result = await this._assetManager.loadAsset<IParticleAsset>(guid, { forceReload: bForceReload });
|
||||
return result?.asset ?? null;
|
||||
} catch (error) {
|
||||
console.error(`[ParticleUpdateSystem] Error loading asset ${guid}:`, error);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 异步初始化粒子系统
|
||||
* Async initialize particle system
|
||||
@@ -226,7 +264,17 @@ export class ParticleUpdateSystem extends EntitySystem {
|
||||
private async _initializeParticle(entity: Entity, particle: ParticleSystemComponent): Promise<void> {
|
||||
// 如果有资产 GUID,先加载资产 | Load asset first if GUID is set
|
||||
if (particle.particleAssetGuid) {
|
||||
await particle.loadAsset(particle.particleAssetGuid);
|
||||
const asset = await this._loadParticleAsset(particle.particleAssetGuid);
|
||||
if (asset) {
|
||||
particle.setAssetData(asset);
|
||||
// 应用资产的排序属性 | Apply sorting properties from asset
|
||||
if (asset.sortingLayer) {
|
||||
particle.sortingLayer = asset.sortingLayer;
|
||||
}
|
||||
if (asset.orderInLayer !== undefined) {
|
||||
particle.orderInLayer = asset.orderInLayer;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化粒子系统(不自动播放,由下面的逻辑控制)
|
||||
@@ -301,7 +349,17 @@ export class ParticleUpdateSystem extends EntitySystem {
|
||||
(async () => {
|
||||
try {
|
||||
if (currentGuid) {
|
||||
await particle.loadAsset(currentGuid);
|
||||
const asset = await this._loadParticleAsset(currentGuid);
|
||||
if (asset) {
|
||||
particle.setAssetData(asset);
|
||||
// 应用资产的排序属性 | Apply sorting properties from asset
|
||||
if (asset.sortingLayer) {
|
||||
particle.sortingLayer = asset.sortingLayer;
|
||||
}
|
||||
if (asset.orderInLayer !== undefined) {
|
||||
particle.orderInLayer = asset.orderInLayer;
|
||||
}
|
||||
}
|
||||
// 加载纹理 | Load texture
|
||||
await this.loadParticleTexture(particle);
|
||||
|
||||
@@ -340,24 +398,23 @@ export class ParticleUpdateSystem extends EntitySystem {
|
||||
// 已经加载过就跳过 | Skip if already loaded
|
||||
if (particle.textureId > 0) return;
|
||||
|
||||
// 从已加载的资产获取纹理路径 | Get texture path from loaded asset
|
||||
// 支持 textureGuid 和 texturePath(编辑器可能使用后者)
|
||||
// Support both textureGuid and texturePath (editor may use the latter)
|
||||
// 从已加载的资产获取纹理 GUID | Get texture GUID from loaded asset
|
||||
const asset = particle.loadedAsset;
|
||||
const texturePath = asset?.textureGuid || asset?.texturePath || particle.textureGuid;
|
||||
const textureGuid = asset?.textureGuid || particle.textureGuid;
|
||||
|
||||
if (texturePath) {
|
||||
if (textureGuid) {
|
||||
// 通过 GUID 加载纹理 | Load texture by GUID
|
||||
try {
|
||||
const textureId = await this._engineIntegration.loadTextureForComponent(texturePath);
|
||||
const textureId = await this._engineIntegration.loadTextureByGuid(textureGuid);
|
||||
particle.textureId = textureId;
|
||||
} catch (error) {
|
||||
console.error('[ParticleUpdateSystem] Failed to load texture:', texturePath, error);
|
||||
console.error('[ParticleUpdateSystem] Failed to load texture by GUID:', textureGuid, error);
|
||||
// 加载失败时使用默认纹理 | Use default texture on load failure
|
||||
await this._ensureDefaultTexture();
|
||||
particle.textureId = DEFAULT_PARTICLE_TEXTURE_ID;
|
||||
}
|
||||
} else {
|
||||
// 没有纹理路径时使用默认粒子纹理 | Use default particle texture when no path
|
||||
// 没有纹理 GUID 时使用默认粒子纹理 | Use default particle texture when no GUID
|
||||
await this._ensureDefaultTexture();
|
||||
particle.textureId = DEFAULT_PARTICLE_TEXTURE_ID;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user