feat: 预制体系统与架构改进 (#303)

* feat(prefab): 实现预制体系统和编辑器 UX 改进

## 预制体系统
- 新增 PrefabSerializer: 预制体序列化/反序列化
- 新增 PrefabInstanceComponent: 追踪预制体实例来源和修改
- 新增 PrefabService: 预制体核心服务
- 新增 PrefabLoader: 预制体资产加载器
- 新增预制体命令: Create/Instantiate/Apply/Revert/BreakLink

## 预制体编辑模式
- 支持双击 .prefab 文件进入编辑模式
- 预制体编辑模式工具栏 (保存/退出)
- 预制体实例指示器和操作菜单

## 编辑器 UX 改进
- SceneHierarchy 快捷键: F2 重命名, Ctrl+D 复制, ↑↓ 导航
- 支持双击实体名称内联编辑
- 删除实体时显示子节点数量警告
- 右键菜单添加重命名/复制选项及快捷键提示
- 布局持久化和重置功能

## Bug 修复
- 修复 editor-runtime 组件类重复导致的 TransformComponent 不识别问题
- 修复 .prefab-name 样式覆盖导致预制体工具栏文字不可见
- 修复 Inspector 资源字段高度不正确问题

* feat(editor): 改进编辑器 UX 交互体验

- ContentBrowser: 加载动画 spinner、搜索高亮、改进空状态设计
- SceneHierarchy: 选中项自动滚动到视图、搜索清除按钮
- PropertyInspector: 输入框本地状态管理、Enter/Escape 键处理
- EntityInspector: 组件折叠状态持久化、属性搜索清除按钮
- Viewport: 变换操作实时数值显示
- 国际化: 添加相关文本 (en/zh)

* fix(build): 修复 Web 构建资产加载和编辑器 UX 改进

构建系统修复:
- 修复 asset-catalog.json 字段名不匹配 (entries vs assets)
- 修复 BrowserFileSystemService 支持两种目录格式
- 修复 bundle 策略检测逻辑 (空对象判断)
- 修复 module.json 中 assetExtensions 声明和类型推断

行为树修复:
- 修复 BehaviorTreeExecutionSystem 使用 loadAsset 替代 loadAssetByPath
- 修复 BehaviorTreeAssetType 常量与 module.json 类型名一致 (behavior-tree)

编辑器 UX 改进:
- 构建完成对话框添加"打开文件夹"按钮
- 构建完成对话框样式优化 (圆形图标背景、按钮布局)
- SceneHierarchy 响应式布局 (窄窗口自动隐藏 Type 列)
- SceneHierarchy 隐藏滚动条

错误追踪:
- 添加全局错误处理器写入日志文件 (%TEMP%/esengine-editor-crash.log)
- 添加 append_to_log Tauri 命令

* feat(render): 修复 UI 渲染和点击特效系统

## UI 渲染修复
- 修复 GUID 验证 bug,使用统一的 isValidGUID() 函数
- 修复 UI 渲染顺序随机问题,Rust 端使用 IndexMap 替代 HashMap
- Web 运行时添加 assetPathResolver 支持 GUID 解析
- UIInteractableComponent.blockEvents 默认值改为 false

## 点击特效系统
- 新增 ClickFxComponent 和 ClickFxSystem
- 支持在点击位置播放粒子效果
- 支持多种触发模式和粒子轮换

## Camera 系统重构
- CameraSystem 从 ecs-engine-bindgen 移至 camera 包
- 新增 CameraManager 统一管理相机

## 编辑器改进
- 改进属性面板 UI 交互
- 粒子编辑器面板优化
- Transform 命令系统

* feat(render): 实现 Sorting Layer 系统和 Overlay 渲染层

- 新增 SortingLayerManager 管理排序层级 (Background, Default, Foreground, UI, Overlay)
- 实现 ISortable 接口,统一 Sprite、UI、Particle 的排序属性
- 修复粒子 Overlay 层被 UI 遮挡问题:添加独立的 Overlay Pass 在 UI 之后渲染
- 更新粒子资产格式:从 sortingOrder 改为 sortingLayer + orderInLayer
- 更新粒子编辑器面板支持新的排序属性
- 优化 UI 渲染系统使用新的排序层级

* feat(ci): 集成 SignPath 代码签名服务

- 添加 SignPath 自动签名工作流(Windows)
- 配置 release-editor.yml 支持代码签名
- 将构建改为草稿模式,等待签名完成后发布
- 添加证书文件到 .gitignore 防止泄露

* fix(asset): 修复 Web 构建资产路径解析和全局单例移除

## 资产路径修复
- 修复 Tauri 本地服务器 `/asset?path=...` 路径解析,正确与 root 目录连接
- BrowserPathResolver 支持两种模式:
  - 'proxy': 使用 /asset?path=... 格式(编辑器 Run in Browser)
  - 'direct': 使用直接路径 /assets/path.png(独立 Web 构建)
- BrowserRuntime 使用 'direct' 模式,无需 Tauri 代理

## 架构改进 - 移除全局单例
- 移除 globalAssetManager 导出,改用 AssetManagerToken 依赖注入
- 移除 globalPathResolver 导出,改用 PathResolutionService
- 移除 globalPathResolutionService 导出
- ParticleUpdateSystem/ClickFxSystem 通过 setAssetManager() 注入依赖
- EngineService 使用 new AssetManager() 替代全局实例

## 新增服务
- PathResolutionService: 统一路径解析接口
- RuntimeModeService: 运行时模式查询服务
- SerializationContext: EntityRef 序列化上下文

## 其他改进
- 完善 ServiceToken 注释说明本地定义的意图
- 导出 BrowserPathResolveMode 类型

* fix(build): 添加 world-streaming composite 设置修复类型检查

* fix(build): 移除 world-streaming 引用避免 composite 冲突

* fix(build): 将 const enum 改为 enum 兼容 isolatedModules

* fix(build): 添加缺失的 IAssetManager 导入
This commit is contained in:
YHH
2025-12-13 19:44:08 +08:00
committed by GitHub
parent a716d8006c
commit beaa1d09de
258 changed files with 17725 additions and 3030 deletions

View File

@@ -1,6 +1,7 @@
{
"id": "runtime-core",
"name": "@esengine/runtime-core",
"globalKey": "runtimeCore",
"displayName": "Runtime Core",
"description": "Core runtime framework | 核心运行时框架",
"version": "1.0.0",

View File

@@ -23,6 +23,7 @@
},
"dependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/ecs-framework-math": "workspace:*",
"@esengine/ecs-engine-bindgen": "workspace:*",
"@esengine/engine-core": "workspace:*",
"@esengine/asset-system": "workspace:*",

View File

@@ -6,11 +6,10 @@
* This is the unified entry point for editor preview and standalone runtime
*/
import { Core, Scene, SceneSerializer, HierarchySystem } from '@esengine/ecs-framework';
import { Core, Scene, SceneSerializer, HierarchySystem, PluginServiceRegistry, createServiceToken } from '@esengine/ecs-framework';
import {
EngineBridge,
EngineRenderSystem,
CameraSystem,
EngineBridgeToken,
RenderSystemToken,
EngineIntegrationToken,
@@ -21,15 +20,25 @@ import {
TransformSystem,
InputSystem,
Input,
PluginServiceRegistry,
TransformTypeToken,
createServiceToken
CanvasElementToken
} from '@esengine/engine-core';
import { AssetManager, EngineIntegration, AssetManagerToken } from '@esengine/asset-system';
// ============================================================================
// 本地服务令牌定义 | Local Service Token Definitions
// 用于访问各模块注册的服务 | For accessing services registered by modules
// ============================================================================
// 这些令牌使用 createServiceToken() 本地定义,而不是从源模块导入。
// 这是有意为之:
// 1. runtime-core 应保持与 ui/sprite/behavior-tree 等模块的松耦合
// 2. createServiceToken() 使用 Symbol.for(),确保相同名称在运行时匹配
// 3. 本地接口提供类型安全,无需引入模块依赖
//
// These tokens are defined locally using createServiceToken() instead of
// importing from source modules. This is intentional:
// 1. runtime-core should remain loosely coupled to ui/sprite/behavior-tree etc.
// 2. createServiceToken() uses Symbol.for(), ensuring same names match at runtime
// 3. Local interfaces provide type safety without introducing module dependencies
// ============================================================================
/**
@@ -88,6 +97,7 @@ const Physics2DSystemToken = createServiceToken<IPhysicsSystem>('physics2DSystem
// Tilemap 模块服务令牌 | Tilemap module service tokens
const TilemapSystemToken = createServiceToken<ITilemapSystem>('tilemapSystem');
import {
runtimePluginManager,
type SystemContext,
@@ -154,7 +164,6 @@ export class GameRuntime {
private _bridge: EngineBridge | null = null;
private _scene: Scene | null = null;
private _renderSystem: EngineRenderSystem | null = null;
private _cameraSystem: CameraSystem | null = null;
private _inputSystem: InputSystem | null = null;
private _assetManager: AssetManager | null = null;
private _engineIntegration: EngineIntegration | null = null;
@@ -174,7 +183,8 @@ export class GameRuntime {
private _systemContext: SystemContext | null = null;
// 场景快照(用于编辑器预览后恢复)
private _sceneSnapshot: string | null = null;
// 支持二进制格式以提升性能
private _sceneSnapshot: string | Uint8Array | null = null;
// Gizmo 注册表注入函数
private _gizmoDataProvider?: (component: any, entity: any, isSelected: boolean) => any;
@@ -318,8 +328,8 @@ export class GameRuntime {
this._inputSystem.setInputSubsystem(inputSubsystem);
}
this._cameraSystem = new CameraSystem(this._bridge);
this._scene.addSystem(this._cameraSystem);
// CameraSystem 由 CameraPlugin 通过插件系统创建
// CameraSystem is created by CameraPlugin via plugin system
this._renderSystem = new EngineRenderSystem(this._bridge, TransformComponent);
@@ -352,6 +362,13 @@ export class GameRuntime {
services.register(AssetManagerToken, this._assetManager);
services.register(TransformTypeToken, TransformComponent);
// 注册 Canvas 元素(用于坐标转换等)
// Register canvas element (for coordinate conversion, etc.)
const canvas = this._platform.getCanvas();
if (canvas) {
services.register(CanvasElementToken, canvas);
}
this._systemContext = {
isEditor: this._platform.isEditorMode(),
services
@@ -516,6 +533,12 @@ export class GameRuntime {
this._renderSystem.setPreviewMode(true);
}
// 禁用编辑器模式,启用 InputSystem 和组件生命周期回调
// Disable editor mode to enable InputSystem and component lifecycle callbacks
if (this._scene) {
this._scene.isEditorMode = false;
}
// 调用场景 begin() 触发延迟的组件生命周期回调
// Call scene begin() to trigger deferred component lifecycle callbacks
if (this._scene) {
@@ -577,6 +600,12 @@ export class GameRuntime {
this._renderSystem.setPreviewMode(false);
}
// 恢复编辑器模式(如果是编辑器平台)
// Restore editor mode (if editor platform)
if (this._scene && this._platform.isEditorMode()) {
this._scene.isEditorMode = true;
}
// 解绑 UI 输入
const services = this._systemContext?.services;
const uiInputSystem = services?.get(UIInputSystemToken);
@@ -848,19 +877,41 @@ export class GameRuntime {
/**
* 保存场景快照
* Save scene snapshot
*
* 使用二进制格式提升序列化性能,并支持 EntityRef 的正确序列化。
* 在保存前清除纹理缓存,确保恢复时能够从干净状态重新加载纹理。
*
* Uses binary format for better serialization performance and supports proper
* EntityRef serialization. Clears texture cache before saving to ensure
* clean reload on restore.
*
* @param options 可选配置
* @param options.useJson 是否使用 JSON 格式(用于调试),默认 false 使用二进制
*/
saveSceneSnapshot(): boolean {
saveSceneSnapshot(options?: { useJson?: boolean }): boolean {
if (!this._scene) {
console.warn('[GameRuntime] Cannot save snapshot: no scene');
return false;
}
try {
// 清除所有纹理缓存(确保恢复时重新加载)
// Clear all texture caches (ensures reload on restore)
// clearTextureMappings() 内部会同时清除 Rust 层和 JS 层的纹理缓存
// clearTextureMappings() internally clears both Rust and JS layer texture caches
if (this._engineIntegration) {
this._engineIntegration.clearTextureMappings();
}
// 使用二进制格式提升性能(默认)或 JSON 用于调试
// Use binary format for performance (default) or JSON for debugging
const format = options?.useJson ? 'json' : 'binary';
this._sceneSnapshot = SceneSerializer.serialize(this._scene, {
format: 'json',
format,
pretty: false,
includeMetadata: false
}) as string;
});
return true;
} catch (error) {
console.error('[GameRuntime] Failed to save snapshot:', error);
@@ -871,6 +922,14 @@ export class GameRuntime {
/**
* 恢复场景快照
* Restore scene snapshot
*
* 使用两阶段反序列化确保 EntityRef 引用正确恢复:
* 1. 创建所有实体和组件
* 2. 解析所有 EntityRef 引用
*
* Uses two-phase deserialization to ensure EntityRef references are properly restored:
* 1. Create all entities and components
* 2. Resolve all EntityRef references
*/
async restoreSceneSnapshot(): Promise<boolean> {
if (!this._scene || !this._sceneSnapshot) {
@@ -885,7 +944,16 @@ export class GameRuntime {
tilemapSystem.clearCache?.();
}
// 反序列化场景
// 清除所有纹理并重置状态(修复 Play/Stop 后纹理 ID 混乱的问题)
// Clear all textures and reset state (fixes texture ID confusion after Play/Stop)
// clearTextureMappings() 内部会同时清除 Rust 层和 JS 层的纹理缓存
// clearTextureMappings() internally clears both Rust and JS layer texture caches
if (this._engineIntegration) {
this._engineIntegration.clearTextureMappings();
}
// 反序列化场景SceneSerializer 内部使用 SerializationContext 处理 EntityRef
// Deserialize scene (SceneSerializer internally uses SerializationContext for EntityRef)
SceneSerializer.deserialize(this._scene, this._sceneSnapshot, {
strategy: 'replace',
preserveIds: true
@@ -907,6 +975,20 @@ export class GameRuntime {
return this._sceneSnapshot !== null;
}
/**
* 获取快照大小(用于调试)
* Get snapshot size (for debugging)
*/
getSnapshotSize(): number {
if (!this._sceneSnapshot) {
return 0;
}
if (typeof this._sceneSnapshot === 'string') {
return this._sceneSnapshot.length;
}
return this._sceneSnapshot.byteLength;
}
// ===== 多视口 API =====
// ===== Multi-viewport API =====
@@ -963,7 +1045,6 @@ export class GameRuntime {
}
this._renderSystem = null;
this._cameraSystem = null;
this._inputSystem = null;
this._systemContext = null;
this._platform.dispose();

View File

@@ -1,4 +1,4 @@
import { runtimePluginManager, type IPlugin } from './PluginManager';
import { runtimePluginManager, type IRuntimePlugin } from './PluginManager';
export interface PluginPackageInfo {
plugin: boolean;
@@ -18,7 +18,7 @@ export interface ProjectPluginConfig {
interface LoadedPluginInfo {
id: string;
plugin: IPlugin;
plugin: IRuntimePlugin;
packageInfo: PluginPackageInfo;
}
@@ -32,7 +32,7 @@ const loadedPlugins = new Map<string, LoadedPluginInfo>();
export async function loadPlugin(
packageId: string,
packageInfo: PluginPackageInfo
): Promise<IPlugin | null> {
): Promise<IRuntimePlugin | null> {
if (loadedPlugins.has(packageId)) {
return loadedPlugins.get(packageId)!.plugin;
}
@@ -40,7 +40,7 @@ export async function loadPlugin(
try {
const module = await import(/* @vite-ignore */ packageId);
const exportName = packageInfo.pluginExport || 'default';
const plugin = module[exportName] as IPlugin;
const plugin = module[exportName] as IRuntimePlugin;
if (!plugin || !plugin.manifest) {
console.warn(`[PluginLoader] Invalid plugin export from ${packageId}`);
@@ -99,14 +99,14 @@ export async function loadEnabledPlugins(
/**
* 注册预加载的插件(用于已静态导入的插件)
*/
export function registerStaticPlugin(plugin: IPlugin): void {
export function registerStaticPlugin(plugin: IRuntimePlugin): void {
runtimePluginManager.register(plugin);
}
/**
* 获取已加载的插件列表
*/
export function getLoadedPlugins(): IPlugin[] {
export function getLoadedPlugins(): IRuntimePlugin[] {
return Array.from(loadedPlugins.values()).map(info => info.plugin);
}

View File

@@ -5,16 +5,16 @@
import { ComponentRegistry, ServiceContainer } from '@esengine/ecs-framework';
import type { IScene } from '@esengine/ecs-framework';
import type { IPlugin, IRuntimeModule, SystemContext, ModuleManifest } from '@esengine/engine-core';
import type { IRuntimePlugin, IRuntimeModule, SystemContext, ModuleManifest } from '@esengine/engine-core';
export type { IPlugin, IRuntimeModule, SystemContext, ModuleManifest };
export type { IRuntimePlugin, IRuntimeModule, SystemContext, ModuleManifest };
export class RuntimePluginManager {
private _plugins = new Map<string, IPlugin>();
private _plugins = new Map<string, IRuntimePlugin>();
private _enabledPlugins = new Set<string>();
private _bInitialized = false;
register(plugin: IPlugin): void {
register(plugin: IRuntimePlugin): void {
const id = plugin.manifest.id;
if (this._plugins.has(id)) {
return;
@@ -122,11 +122,11 @@ export class RuntimePluginManager {
}
}
getPlugins(): IPlugin[] {
getPlugins(): IRuntimePlugin[] {
return Array.from(this._plugins.values());
}
getPlugin(id: string): IPlugin | undefined {
getPlugin(id: string): IRuntimePlugin | undefined {
return this._plugins.get(id);
}

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@@ -7,7 +7,7 @@ import { Core } from '@esengine/ecs-framework';
import type { IScene } from '@esengine/ecs-framework';
import {
runtimePluginManager,
type IPlugin,
type IRuntimePlugin,
type IRuntimeModule,
type ModuleManifest,
type SystemContext
@@ -24,14 +24,14 @@ export interface RuntimeConfig {
export function createPlugin(
manifest: ModuleManifest,
runtimeModule: IRuntimeModule
): IPlugin {
): IRuntimePlugin {
return { manifest, runtimeModule };
}
/**
* 注册插件到运行时
*/
export function registerPlugin(plugin: IPlugin): void {
export function registerPlugin(plugin: IRuntimePlugin): void {
runtimePluginManager.register(plugin);
}

View File

@@ -14,19 +14,36 @@ import type {
} from '../IPlatformAdapter';
import type { IPlatformInputSubsystem } from '@esengine/platform-common';
/**
* 浏览器路径解析模式
* Browser path resolve mode
*/
export type BrowserPathResolveMode = 'proxy' | 'direct';
/**
* 浏览器路径解析器
* Browser path resolver
*
* 支持两种模式:
* - 'proxy': 使用 /asset?path=... 格式(编辑器 "Run in Browser" 使用)
* - 'direct': 使用直接路径如 /assets/path.png独立 Web 构建使用)
*
* Supports two modes:
* - 'proxy': Uses /asset?path=... format (for editor "Run in Browser")
* - 'direct': Uses direct paths like /assets/path.png (for standalone web builds)
*/
export class BrowserPathResolver implements IPathResolver {
private _baseUrl: string;
private _mode: BrowserPathResolveMode;
constructor(baseUrl: string = '') {
constructor(baseUrl: string = '/assets', mode: BrowserPathResolveMode = 'proxy') {
this._baseUrl = baseUrl;
this._mode = mode;
}
resolve(path: string): string {
// 如果已经是完整 URL直接返回
// If already a full URL, return as-is
if (path.startsWith('http://') ||
path.startsWith('https://') ||
path.startsWith('data:') ||
@@ -35,28 +52,76 @@ export class BrowserPathResolver implements IPathResolver {
return path;
}
// 相对路径,添加资产请求前缀
return `/asset?path=${encodeURIComponent(path)}`;
if (this._mode === 'proxy') {
// Proxy mode: use /asset?path=... format
// 代理模式:使用 /asset?path=... 格式
return `/asset?path=${encodeURIComponent(path)}`;
}
// Direct mode: use direct URL paths
// 直接模式:使用直接 URL 路径
// 规范化路径:移除 ./ 前缀,统一斜杠
// Normalize path: remove ./ prefix, unify slashes
let normalizedPath = path.replace(/\\/g, '/');
// 移除开头的 ./
if (normalizedPath.startsWith('./')) {
normalizedPath = normalizedPath.substring(2);
}
// 移除开头的 /
if (normalizedPath.startsWith('/')) {
normalizedPath = normalizedPath.substring(1);
}
// 如果路径以 assets/ 开头,移除它(避免与 baseUrl 重复)
// If path starts with assets/, remove it (avoid duplication with baseUrl)
if (normalizedPath.startsWith('assets/')) {
normalizedPath = normalizedPath.substring(7);
}
// 确保 baseUrl 没有尾部斜杠
// Ensure baseUrl has no trailing slash
const base = this._baseUrl.replace(/\/+$/, '');
return `${base}/${normalizedPath}`;
}
/**
* 更新基础 URL
* Update base URL
*/
setBaseUrl(baseUrl: string): void {
this._baseUrl = baseUrl;
}
/**
* 设置解析模式
* Set resolve mode
*/
setMode(mode: BrowserPathResolveMode): void {
this._mode = mode;
}
}
/**
* 浏览器平台适配器配置
* Browser platform adapter configuration
*/
export interface BrowserPlatformConfig {
/** WASM 模块(预加载的)*/
/** WASM 模块(预加载的)| Pre-loaded WASM module */
wasmModule?: any;
/** WASM 模块加载器(异步加载)*/
/** WASM 模块加载器(异步加载)| Async WASM module loader */
wasmModuleLoader?: () => Promise<any>;
/** 资产基础 URL */
/** 资产基础 URL | Asset base URL */
assetBaseUrl?: string;
/**
* 路径解析模式 | Path resolve mode
* - 'proxy': 使用 /asset?path=... 格式(默认,编辑器使用)
* - 'direct': 使用直接路径(独立 Web 构建使用)
*/
pathResolveMode?: BrowserPathResolveMode;
/**
* 输入子系统工厂函数
* Input subsystem factory function
@@ -87,7 +152,10 @@ export class BrowserPlatformAdapter implements IPlatformAdapter {
constructor(config: BrowserPlatformConfig = {}) {
this._config = config;
this._pathResolver = new BrowserPathResolver(config.assetBaseUrl || '');
this._pathResolver = new BrowserPathResolver(
config.assetBaseUrl || '/assets',
config.pathResolveMode || 'proxy'
);
}
get pathResolver(): IPathResolver {

View File

@@ -12,6 +12,7 @@ import type {
PlatformCapabilities,
PlatformAdapterConfig
} from '../IPlatformAdapter';
import type { IPlatformInputSubsystem } from '@esengine/platform-common';
/**
* 编辑器路径解析器
@@ -61,6 +62,14 @@ export interface EditorPlatformConfig {
gizmoDataProvider?: (component: any, entity: any, isSelected: boolean) => any;
/** Gizmo 检查函数 */
hasGizmoProvider?: (component: any) => boolean;
/**
* 输入子系统工厂函数
* Input subsystem factory function
*
* 用于在 Play 模式下接收游戏输入
* Used to receive game input in Play mode
*/
inputSubsystemFactory?: () => IPlatformInputSubsystem;
}
/**
@@ -84,6 +93,7 @@ export class EditorPlatformAdapter implements IPlatformAdapter {
private _viewportSize = { width: 0, height: 0 };
private _showGrid = true;
private _showGizmos = true;
private _inputSubsystem: IPlatformInputSubsystem | null = null;
constructor(config: EditorPlatformConfig) {
this._config = config;
@@ -137,6 +147,12 @@ export class EditorPlatformAdapter implements IPlatformAdapter {
this._canvas.height = height;
this._viewportSize = { width, height };
}
// 创建输入子系统(如果提供了工厂函数)
// Create input subsystem (if factory provided)
if (this._config.inputSubsystemFactory) {
this._inputSubsystem = this._config.inputSubsystemFactory();
}
}
async getWasmModule(): Promise<any> {
@@ -179,7 +195,22 @@ export class EditorPlatformAdapter implements IPlatformAdapter {
return this._showGizmos;
}
/**
* 获取输入子系统
* Get input subsystem
*
* 用于 InputSystem 接收游戏输入事件
* Used by InputSystem to receive game input events
*/
getInputSubsystem(): IPlatformInputSubsystem | null {
return this._inputSubsystem;
}
dispose(): void {
if (this._inputSubsystem) {
this._inputSubsystem.dispose?.();
this._inputSubsystem = null;
}
this._canvas = null;
}
}

View File

@@ -3,5 +3,10 @@
* 平台适配器
*/
export { BrowserPlatformAdapter, BrowserPathResolver, type BrowserPlatformConfig } from './BrowserPlatformAdapter';
export {
BrowserPlatformAdapter,
BrowserPathResolver,
type BrowserPlatformConfig,
type BrowserPathResolveMode
} from './BrowserPlatformAdapter';
export { EditorPlatformAdapter, EditorPathResolver, type EditorPlatformConfig } from './EditorPlatformAdapter';

View File

@@ -4,9 +4,12 @@ export {
type SystemContext,
type ModuleManifest,
type IRuntimeModule,
type IPlugin
type IRuntimePlugin
} from './PluginManager';
/** @deprecated Use IRuntimePlugin instead */
export type { IRuntimePlugin as IPlugin } from './PluginManager';
export {
createPlugin,
registerPlugin,
@@ -57,6 +60,7 @@ export {
BrowserPlatformAdapter,
BrowserPathResolver,
type BrowserPlatformConfig,
type BrowserPathResolveMode,
EditorPlatformAdapter,
EditorPathResolver,
type EditorPlatformConfig
@@ -87,7 +91,6 @@ export {
type InputSystemConfig,
type KeyState,
type MouseButtonState,
type Vector2,
type KeyboardEventInfo,
type MouseEventInfo,
type WheelEventInfo,
@@ -95,13 +98,18 @@ export {
type TouchEvent
} from '@esengine/engine-core';
// Re-export Plugin Service Registry from engine-core
// Re-export vector interfaces from math
export type { IVector2, IVector3 } from '@esengine/ecs-framework-math';
// Re-export Plugin Service Registry from ecs-framework (canonical source)
export {
PluginServiceRegistry,
createServiceToken,
TransformTypeToken,
type ServiceToken
} from '@esengine/engine-core';
} from '@esengine/ecs-framework';
// Re-export engine-specific tokens from engine-core
export { TransformTypeToken } from '@esengine/engine-core';
// Re-export service tokens from their respective modules
export {

View File

@@ -95,20 +95,30 @@ export class BrowserFileSystemService {
/**
* Normalize catalog to ensure it has all required fields
* 规范化目录,确保包含所有必需字段
*
* Supports both 'entries' (IAssetCatalog) and 'assets' (IRuntimeCatalog) field names.
* 同时支持 'entries' (IAssetCatalog) 和 'assets' (IRuntimeCatalog) 字段名。
*/
private _normalizeCatalog(raw: Record<string, unknown>): IAssetCatalog {
// Determine load strategy
// 确定加载策略
let loadStrategy: AssetLoadStrategy = 'file';
if (raw.loadStrategy === 'bundle' || raw.bundles) {
// Only use bundle strategy if explicitly set or bundles is non-empty
// 仅当明确设置或 bundles 非空时才使用 bundle 策略
const hasBundles = raw.bundles && typeof raw.bundles === 'object' && Object.keys(raw.bundles as object).length > 0;
if (raw.loadStrategy === 'bundle' || hasBundles) {
loadStrategy = 'bundle';
}
// Support both 'entries' and 'assets' field names for compatibility
// 同时支持 'entries' 和 'assets' 字段名以保持兼容性
const entries = (raw.entries ?? raw.assets) as Record<string, IAssetCatalogEntry> ?? {};
return {
version: (raw.version as string) ?? '1.0.0',
createdAt: (raw.createdAt as number) ?? Date.now(),
loadStrategy,
entries: (raw.entries as Record<string, IAssetCatalogEntry>) ?? {},
entries,
bundles: (raw.bundles as Record<string, IAssetBundleInfo>) ?? undefined
};
}