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

38
packages/sdk/module.json Normal file
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{
"id": "sdk",
"name": "@esengine/sdk",
"globalKey": "sdk",
"displayName": "Unified SDK",
"outputPath": "dist/index.js",
"description": "Unified SDK entry point - import everything from a single package | 统一 SDK 入口 - 从单个包导入所有内容",
"version": "1.0.0",
"category": "Core",
"icon": "Package",
"tags": ["sdk", "unified", "entry"],
"isCore": true,
"defaultEnabled": true,
"isEngineModule": true,
"canContainContent": false,
"platforms": ["web", "desktop", "mobile"],
"hasRuntime": true,
"dependencies": [
"@esengine/ecs-framework",
"@esengine/ecs-framework-math",
"@esengine/engine-core",
"@esengine/sprite",
"@esengine/ui",
"@esengine/audio",
"@esengine/camera",
"@esengine/particle",
"@esengine/physics-rapier2d",
"@esengine/tilemap",
"@esengine/behavior-tree",
"@esengine/asset-system"
],
"exports": {
"components": [],
"systems": [],
"other": ["*"]
},
"requiresWasm": false
}

53
packages/sdk/package.json Normal file
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{
"name": "@esengine/sdk",
"version": "1.0.0",
"description": "Unified SDK entry point for ESEngine - like Unity's 'using UnityEngine'",
"main": "dist/index.js",
"module": "dist/index.js",
"types": "dist/index.d.ts",
"type": "module",
"exports": {
".": {
"types": "./dist/index.d.ts",
"import": "./dist/index.js"
}
},
"files": [
"dist"
],
"scripts": {
"build": "tsup",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit",
"clean": "rimraf dist"
},
"dependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/engine-core": "workspace:*",
"@esengine/ecs-framework-math": "workspace:*",
"@esengine/sprite": "workspace:*",
"@esengine/ui": "workspace:*",
"@esengine/audio": "workspace:*",
"@esengine/camera": "workspace:*",
"@esengine/particle": "workspace:*",
"@esengine/physics-rapier2d": "workspace:*",
"@esengine/tilemap": "workspace:*",
"@esengine/behavior-tree": "workspace:*",
"@esengine/asset-system": "workspace:*"
},
"devDependencies": {
"@esengine/build-config": "workspace:*",
"rimraf": "^5.0.5",
"tsup": "^8.0.0",
"typescript": "^5.3.3"
},
"keywords": [
"esengine",
"sdk",
"ecs",
"game-engine",
"unified-api"
],
"author": "yhh",
"license": "MIT"
}

87
packages/sdk/src/index.ts Normal file
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/**
* @esengine/sdk - 统一 SDK 入口
*
* Unified SDK entry point for user scripts.
* 用户脚本的统一 SDK 入口。
*
* @example
* ```typescript
* // 统一导入所有引擎 API
* // Unified import for all engine APIs
* import { Component, Entity, Vector2, SpriteComponent } from '@esengine/sdk';
* ```
*
* @packageDocumentation
*/
// ============================================================================
// Core ECS Framework (@esengine/ecs-framework)
// 核心 ECS 框架
// ============================================================================
export * from '@esengine/ecs-framework';
// ============================================================================
// Math Library (@esengine/ecs-framework-math)
// 数学库
// ============================================================================
export * from '@esengine/ecs-framework-math';
// ============================================================================
// Engine Core (@esengine/engine-core)
// 引擎核心
// ============================================================================
export * from '@esengine/engine-core';
// ============================================================================
// Sprite System (@esengine/sprite)
// 精灵系统
// ============================================================================
export * from '@esengine/sprite';
// ============================================================================
// UI System (@esengine/ui)
// UI 系统
// ============================================================================
export * from '@esengine/ui';
// ============================================================================
// Audio System (@esengine/audio)
// 音频系统
// ============================================================================
export * from '@esengine/audio';
// ============================================================================
// Camera System (@esengine/camera)
// 摄像机系统
// ============================================================================
export * from '@esengine/camera';
// ============================================================================
// Particle System (@esengine/particle)
// 粒子系统
// ============================================================================
export * from '@esengine/particle';
// ============================================================================
// Physics 2D System (@esengine/physics-rapier2d)
// 2D 物理系统
// ============================================================================
export * from '@esengine/physics-rapier2d';
// ============================================================================
// Tilemap System (@esengine/tilemap)
// 瓦片地图系统
// ============================================================================
export * from '@esengine/tilemap';
// ============================================================================
// Behavior Tree System (@esengine/behavior-tree)
// 行为树系统
// ============================================================================
export * from '@esengine/behavior-tree';
// ============================================================================
// Asset System (@esengine/asset-system)
// 资产系统
// ============================================================================
export * from '@esengine/asset-system';

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{
"extends": "./tsconfig.json",
"compilerOptions": {
"composite": false,
"declaration": true,
"declarationMap": true,
"emitDeclarationOnly": false
},
"exclude": ["node_modules", "dist", "**/*.test.ts", "**/*.spec.ts"]
}

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{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"composite": true,
"outDir": "./dist",
"rootDir": "./src"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"],
"references": [
{ "path": "../core" },
{ "path": "../engine-core" },
{ "path": "../math" },
{ "path": "../sprite" },
{ "path": "../ui" },
{ "path": "../audio" },
{ "path": "../camera" },
{ "path": "../particle" },
{ "path": "../physics-rapier2d" },
{ "path": "../tilemap" },
{ "path": "../behavior-tree" },
{ "path": "../asset-system" }
]
}

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import { defineConfig } from 'tsup';
import { runtimeOnlyPreset } from '../build-config/src/presets/plugin-tsup';
export default defineConfig({
...runtimeOnlyPreset(),
tsconfig: 'tsconfig.build.json'
});