refactor(plugin): 重构插件系统架构,统一类型导入路径 (#296)
* refactor(plugin): 重构插件系统架构,统一类型导入路径 ## 主要更改 ### 新增 @esengine/plugin-types 包 - 提供打破循环依赖的最小类型定义 - 包含 ServiceToken, createServiceToken, PluginServiceRegistry, IEditorModuleBase ### engine-core 类型统一 - IPlugin<T> 泛型参数改为 T = unknown - 所有运行时类型(IRuntimeModule, ModuleManifest, SystemContext)在此定义 - 新增 PluginServiceRegistry.ts 导出服务令牌相关类型 ### editor-core 类型优化 - 重命名 IPluginLoader.ts 为 EditorModule.ts - 新增 IEditorPlugin = IPlugin<IEditorModuleLoader> 类型别名 - 移除弃用别名 IPluginLoader, IRuntimeModuleLoader ### 编辑器插件更新 - 所有 9 个编辑器插件使用 IEditorPlugin 类型 - 统一从 editor-core 导入编辑器类型 ### 服务令牌规范 - 各模块在 tokens.ts 中定义自己的服务接口和令牌 - 遵循"谁定义接口,谁导出 Token"原则 ## 导入规范 | 场景 | 导入来源 | |------|---------| | 运行时模块 | @esengine/engine-core | | 编辑器插件 | @esengine/editor-core | | 服务令牌 | @esengine/engine-core | * refactor(plugin): 完善服务令牌规范,统一运行时模块 ## 更改内容 ### 运行时模块优化 - particle: 使用 PluginServiceRegistry 获取依赖服务 - physics-rapier2d: 通过服务令牌注册/获取物理查询接口 - tilemap: 使用服务令牌获取物理系统依赖 - sprite: 导出服务令牌 - ui: 导出服务令牌 - behavior-tree: 使用服务令牌系统 ### 资产系统增强 - IAssetManager 接口扩展 - 加载器使用服务令牌获取依赖 ### 运行时核心 - GameRuntime 使用 PluginServiceRegistry - 导出服务令牌相关类型 ### 编辑器服务 - EngineService 适配新的服务令牌系统 - AssetRegistryService 优化 * fix: 修复 editor-app 和 behavior-tree-editor 中的类型引用 - editor-app/PluginLoader.ts: 使用 IPlugin 替代 IPluginLoader - behavior-tree-editor: 使用 IEditorPlugin 替代 IPluginLoader * fix(ui): 添加缺失的 ecs-engine-bindgen 依赖 UIRuntimeModule 使用 EngineBridgeToken,需要声明对 ecs-engine-bindgen 的依赖 * fix(type): 解决 ServiceToken 跨包类型兼容性问题 - 在 engine-core 中直接定义 ServiceToken 和 PluginServiceRegistry 而不是从 plugin-types 重新导出,确保 tsup 生成的类型声明 以 engine-core 作为类型来源 - 移除 RuntimeResolver.ts 中的硬编码模块 ID 检查, 改用 module.json 中的 name 配置 - 修复 pnpm-lock.yaml 中的依赖记录 * refactor(arch): 改进架构设计,移除硬编码 - 统一类型导出:editor-core 从 engine-core 导入 IEditorModuleBase - RuntimeResolver: 将硬编码路径改为配置常量和搜索路径列表 - 添加跨平台安装路径支持(Windows/macOS/Linux) - 使用 ENGINE_WASM_CONFIG 配置引擎 WASM 文件信息 - IBundlePackOptions 添加 preloadBundles 配置项 * fix(particle): 添加缺失的 ecs-engine-bindgen 依赖 ParticleRuntimeModule 导入了 @esengine/ecs-engine-bindgen 的 tokens, 但 package.json 中未声明该依赖,导致 CI 构建失败。 * fix(physics-rapier2d): 移除不存在的 PhysicsSystemContext 导出 PhysicsRuntimeModule 中不存在该类型,导致 type-check 失败
This commit is contained in:
@@ -42,6 +42,7 @@
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"@esengine/ecs-framework": "workspace:*",
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"@esengine/ecs-framework-math": "workspace:*",
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"@esengine/engine-core": "workspace:*",
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"@esengine/ecs-engine-bindgen": "workspace:*",
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"@esengine/physics-rapier2d": "workspace:*",
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"@esengine/build-config": "workspace:*",
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"rimraf": "^5.0.5",
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@@ -62,8 +62,23 @@ export interface Particle {
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/** 初始透明度 | Initial alpha */
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startAlpha: number;
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// ============= 模块运行时状态 | Module Runtime State =============
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// 这些字段由各模块在运行时设置 | These fields are set by modules at runtime
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/** 初始速度X(VelocityOverLifetimeModule 使用)| Initial velocity X (used by VelocityOverLifetimeModule) */
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startVx?: number;
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/** 初始速度Y(VelocityOverLifetimeModule 使用)| Initial velocity Y (used by VelocityOverLifetimeModule) */
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startVy?: number;
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/** 动画帧索引(TextureSheetAnimationModule 使用)| Animation frame index (used by TextureSheetAnimationModule) */
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_animFrame?: number;
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/** 动画图块列数(TextureSheetAnimationModule 使用)| Animation tiles X (used by TextureSheetAnimationModule) */
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_animTilesX?: number;
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/** 动画图块行数(TextureSheetAnimationModule 使用)| Animation tiles Y (used by TextureSheetAnimationModule) */
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_animTilesY?: number;
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/** 自定义数据槽 | Custom data slot */
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userData?: any;
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userData?: unknown;
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}
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/**
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@@ -1,60 +1,19 @@
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import type { ComponentRegistry as ComponentRegistryType, IScene } from '@esengine/ecs-framework';
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import type { IRuntimeModule, IPlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
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import { assetManager as globalAssetManager, type AssetManager } from '@esengine/asset-system';
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import { TransformTypeToken } from '@esengine/engine-core';
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import { AssetManagerToken } from '@esengine/asset-system';
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import { RenderSystemToken, EngineBridgeToken, EngineIntegrationToken } from '@esengine/ecs-engine-bindgen';
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import { Physics2DQueryToken } from '@esengine/physics-rapier2d';
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import { assetManager as globalAssetManager } from '@esengine/asset-system';
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import { ParticleSystemComponent } from './ParticleSystemComponent';
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import { ParticleUpdateSystem } from './systems/ParticleSystem';
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import { ParticleLoader, ParticleAssetType } from './loaders/ParticleLoader';
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import type { IPhysics2DQuery } from './modules/Physics2DCollisionModule';
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import { ParticleUpdateSystemToken } from './tokens';
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export type { SystemContext, ModuleManifest, IRuntimeModule as IRuntimeModuleLoader, IPlugin as IPluginLoader };
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export type { SystemContext, ModuleManifest, IRuntimeModule, IPlugin };
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/**
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* 引擎桥接接口(用于直接加载纹理)
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* Engine bridge interface (for direct texture loading)
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*/
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export interface IEngineBridge {
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loadTexture(id: number, url: string): Promise<void>;
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}
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/**
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* 引擎集成接口(用于加载纹理)
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* Engine integration interface (for loading textures)
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*/
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export interface IEngineIntegration {
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loadTextureForComponent(texturePath: string): Promise<number>;
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}
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/**
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* 粒子系统上下文
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* Particle system context
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*/
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export interface ParticleSystemContext extends SystemContext {
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particleUpdateSystem?: ParticleUpdateSystem;
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/** Transform 组件类型 | Transform component type */
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transformType?: new (...args: any[]) => any;
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/** 渲染系统(用于注册渲染数据提供者)| Render system (for registering render data provider) */
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renderSystem?: {
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addRenderDataProvider(provider: any): void;
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removeRenderDataProvider(provider: any): void;
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};
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/** 引擎集成(用于加载纹理)| Engine integration (for loading textures) */
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engineIntegration?: IEngineIntegration;
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/** 引擎桥接(用于直接加载纹理)| Engine bridge (for direct texture loading) */
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engineBridge?: IEngineBridge;
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/** 资产管理器(用于注册加载器)| Asset manager (for registering loaders) */
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assetManager?: AssetManager;
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/**
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* 2D 物理查询接口(可选)
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* 2D Physics query interface (optional)
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*
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* 如果提供,将自动注入到使用 Physics2DCollisionModule 的粒子系统中。
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* 通常传入 Physics2DService 实例。
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*
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* If provided, will be auto-injected into particle systems using Physics2DCollisionModule.
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* Typically pass a Physics2DService instance.
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*/
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physics2DQuery?: IPhysics2DQuery;
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}
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// 重新导出 tokens | Re-export tokens
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export { ParticleUpdateSystemToken } from './tokens';
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class ParticleRuntimeModule implements IRuntimeModule {
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private _updateSystem: ParticleUpdateSystem | null = null;
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@@ -65,7 +24,13 @@ class ParticleRuntimeModule implements IRuntimeModule {
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}
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createSystems(scene: IScene, context: SystemContext): void {
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const particleContext = context as ParticleSystemContext;
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// 从服务注册表获取依赖 | Get dependencies from service registry
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const assetManager = context.services.get(AssetManagerToken);
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const transformType = context.services.get(TransformTypeToken);
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const engineIntegration = context.services.get(EngineIntegrationToken);
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const engineBridge = context.services.get(EngineBridgeToken);
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const physics2DQuery = context.services.get(Physics2DQueryToken);
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const renderSystem = context.services.get(RenderSystemToken);
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// 注册粒子资产加载器到上下文的 assetManager 和全局单例
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// Register particle asset loader to context assetManager AND global singleton
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@@ -73,13 +38,13 @@ class ParticleRuntimeModule implements IRuntimeModule {
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const loader = new ParticleLoader();
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// Register to context's assetManager (used by GameRuntime)
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if (particleContext.assetManager) {
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particleContext.assetManager.registerLoader(ParticleAssetType as any, loader);
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if (assetManager) {
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assetManager.registerLoader(ParticleAssetType, loader);
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}
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// Also register to global singleton (used by ParticleSystemComponent.loadAsset)
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// 同时注册到全局单例(ParticleSystemComponent.loadAsset 使用的是全局单例)
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globalAssetManager.registerLoader(ParticleAssetType as any, loader);
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globalAssetManager.registerLoader(ParticleAssetType, loader);
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this._loaderRegistered = true;
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console.log('[ParticleRuntimeModule] Registered ParticleLoader to both context and global assetManager');
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@@ -88,32 +53,34 @@ class ParticleRuntimeModule implements IRuntimeModule {
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this._updateSystem = new ParticleUpdateSystem();
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// 设置 Transform 组件类型 | Set Transform component type
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if (particleContext.transformType) {
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this._updateSystem.setTransformType(particleContext.transformType);
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if (transformType) {
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this._updateSystem.setTransformType(transformType);
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}
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// 设置引擎集成(用于加载纹理)| Set engine integration (for loading textures)
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if (particleContext.engineIntegration) {
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this._updateSystem.setEngineIntegration(particleContext.engineIntegration);
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if (engineIntegration) {
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this._updateSystem.setEngineIntegration(engineIntegration);
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}
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// 设置引擎桥接(用于加载默认纹理)| Set engine bridge (for loading default texture)
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if (particleContext.engineBridge) {
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this._updateSystem.setEngineBridge(particleContext.engineBridge);
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if (engineBridge) {
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this._updateSystem.setEngineBridge(engineBridge);
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}
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// 设置 2D 物理查询(用于粒子与场景碰撞)| Set 2D physics query (for particle-scene collision)
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if (particleContext.physics2DQuery) {
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this._updateSystem.setPhysics2DQuery(particleContext.physics2DQuery);
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if (physics2DQuery) {
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this._updateSystem.setPhysics2DQuery(physics2DQuery);
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}
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scene.addSystem(this._updateSystem);
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particleContext.particleUpdateSystem = this._updateSystem;
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// 注册粒子更新系统到服务注册表 | Register particle update system to service registry
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context.services.register(ParticleUpdateSystemToken, this._updateSystem);
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// 注册渲染数据提供者 | Register render data provider
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if (particleContext.renderSystem) {
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if (renderSystem) {
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const renderDataProvider = this._updateSystem.getRenderDataProvider();
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particleContext.renderSystem.addRenderDataProvider(renderDataProvider);
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renderSystem.addRenderDataProvider(renderDataProvider);
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}
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}
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@@ -91,4 +91,6 @@ export {
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// Plugin
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export { ParticleRuntimeModule, ParticlePlugin } from './ParticleRuntimeModule';
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export type { ParticleSystemContext } from './ParticleRuntimeModule';
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// Service tokens | 服务令牌
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export { ParticleUpdateSystemToken } from './tokens';
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@@ -227,6 +227,9 @@ export class ParticleLoader implements IAssetLoader<IParticleAsset> {
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* Dispose loaded asset
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*/
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dispose(asset: IParticleAsset): void {
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(asset as any).modules = null;
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// 清理模块引用 | Clean up module references
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if (asset.modules) {
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asset.modules.length = 0;
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}
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}
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}
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@@ -201,11 +201,11 @@ export class CollisionModule implements IParticleModule {
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}
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// 更新存储的初始速度(如果有速度曲线模块)| Update stored initial velocity
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if ('startVx' in p && normalX !== 0) {
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(p as any).startVx = -((p as any).startVx) * this.bounceFactor;
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if (p.startVx !== undefined && normalX !== 0) {
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p.startVx = -(p.startVx) * this.bounceFactor;
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}
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if ('startVy' in p && normalY !== 0) {
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(p as any).startVy = -((p as any).startVy) * this.bounceFactor;
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if (p.startVy !== undefined && normalY !== 0) {
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p.startVy = -(p.startVy) * this.bounceFactor;
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}
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// 应用生命损失 | Apply life loss
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@@ -1,6 +1,14 @@
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import type { Particle } from '../Particle';
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import type { IParticleModule } from './IParticleModule';
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// 从 physics-rapier2d 导入共享接口
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// Import shared interface from physics-rapier2d
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import type { IPhysics2DQuery } from '@esengine/physics-rapier2d';
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// 重新导出以保持向后兼容
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// Re-export for backward compatibility
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export type { IPhysics2DQuery };
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/**
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* 物理碰撞行为
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* Physics collision behavior
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@@ -14,53 +22,6 @@ export enum Physics2DCollisionBehavior {
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Stop = 'stop'
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}
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/**
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* 物理查询接口
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* Physics query interface
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*
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* 抽象物理服务查询,避免直接依赖 physics-rapier2d 包
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* Abstract physics service query to avoid direct dependency on physics-rapier2d
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*/
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export interface IPhysics2DQuery {
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/**
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* 圆形重叠检测
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* Circle overlap detection
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*
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* @param center - 圆心位置 | Center position
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* @param radius - 半径 | Radius
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* @param collisionMask - 碰撞掩码 | Collision mask
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* @returns 重叠结果 | Overlap result
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*/
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overlapCircle(
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center: { x: number; y: number },
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radius: number,
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collisionMask?: number
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): { entityIds: number[]; colliderHandles: number[] };
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/**
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* 射线检测
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* Raycast detection
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*
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* @param origin - 起点 | Origin
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* @param direction - 方向(归一化)| Direction (normalized)
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* @param maxDistance - 最大距离 | Max distance
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* @param collisionMask - 碰撞掩码 | Collision mask
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* @returns 射线结果或 null | Raycast result or null
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*/
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raycast(
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origin: { x: number; y: number },
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direction: { x: number; y: number },
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maxDistance: number,
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collisionMask?: number
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): {
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entityId: number;
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point: { x: number; y: number };
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normal: { x: number; y: number };
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distance: number;
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colliderHandle: number;
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} | null;
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}
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/**
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* 碰撞回调数据
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* Collision callback data
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@@ -219,14 +219,10 @@ export class TextureSheetAnimationModule implements IParticleModule {
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const u1 = u0 + uWidth;
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const v1 = v0 + vHeight;
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// 存储 UV 到粒子的自定义属性
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// Store UV in particle's custom properties
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// 这里我们使用粒子的 startR/startG/startB 不太合适,需要扩展 Particle
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// 暂时通过覆盖 rotation 的高位来存储帧索引(临时方案)
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// Temporary: store frame index in a way that can be read by renderer
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// The actual UV calculation will be done in the render data provider
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(p as any)._animFrame = frameIndex;
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(p as any)._animTilesX = this.tilesX;
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(p as any)._animTilesY = this.tilesY;
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// 存储动画帧信息到粒子 | Store animation frame info to particle
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// 渲染数据提供者会使用这些值计算实际的 UV | Render data provider will use these to calculate actual UVs
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p._animFrame = frameIndex;
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p._animTilesX = this.tilesX;
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p._animTilesY = this.tilesY;
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}
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}
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@@ -78,13 +78,13 @@ export class VelocityOverLifetimeModule implements IParticleModule {
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// 应用速度乘数到当前速度 | Apply multiplier to current velocity
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// 我们需要存储初始速度来正确应用曲线 | We need to store initial velocity to properly apply curve
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if (!('startVx' in p)) {
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(p as any).startVx = p.vx;
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(p as any).startVy = p.vy;
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if (p.startVx === undefined) {
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p.startVx = p.vx;
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p.startVy = p.vy;
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}
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const startVx = (p as any).startVx;
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const startVy = (p as any).startVy;
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const startVx = p.startVx!;
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const startVy = p.startVy!;
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// 应用曲线乘数 | Apply curve multiplier
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p.vx = startVx * multiplier;
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@@ -96,8 +96,8 @@ export class VelocityOverLifetimeModule implements IParticleModule {
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p.vx *= dragFactor;
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p.vy *= dragFactor;
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// 更新存储的起始速度以反映阻力 | Update stored start velocity to reflect drag
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(p as any).startVx *= dragFactor;
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(p as any).startVy *= dragFactor;
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p.startVx = startVx * dragFactor;
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p.startVy = startVy * dragFactor;
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}
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// 附加速度 | Additional velocity
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@@ -1,7 +1,7 @@
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import { EntitySystem, Matcher, ECSSystem, Time, Entity } from '@esengine/ecs-framework';
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import { EntitySystem, Matcher, ECSSystem, Time, Entity, type Component, type ComponentType } from '@esengine/ecs-framework';
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import type { IEngineIntegration, IEngineBridge } from '@esengine/ecs-engine-bindgen';
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import { ParticleSystemComponent } from '../ParticleSystemComponent';
|
||||
import { ParticleRenderDataProvider } from '../rendering/ParticleRenderDataProvider';
|
||||
import type { IEngineIntegration, IEngineBridge } from '../ParticleRuntimeModule';
|
||||
import { Physics2DCollisionModule, type IPhysics2DQuery } from '../modules/Physics2DCollisionModule';
|
||||
|
||||
/**
|
||||
@@ -66,7 +66,8 @@ interface ITransformComponent {
|
||||
*/
|
||||
@ECSSystem('ParticleUpdate', { updateOrder: 100 })
|
||||
export class ParticleUpdateSystem extends EntitySystem {
|
||||
private _transformType: (new (...args: any[]) => ITransformComponent) | null = null;
|
||||
/** Transform 组件类型(运行时注入)| Transform component type (injected at runtime) */
|
||||
private _transformType: ComponentType<Component & ITransformComponent> | null = null;
|
||||
private _renderDataProvider: ParticleRenderDataProvider;
|
||||
private _engineIntegration: IEngineIntegration | null = null;
|
||||
private _engineBridge: IEngineBridge | null = null;
|
||||
@@ -91,7 +92,7 @@ export class ParticleUpdateSystem extends EntitySystem {
|
||||
*
|
||||
* @param transformType - Transform component class | Transform 组件类
|
||||
*/
|
||||
setTransformType(transformType: new (...args: any[]) => ITransformComponent): void {
|
||||
setTransformType(transformType: ComponentType<Component & ITransformComponent>): void {
|
||||
this._transformType = transformType;
|
||||
}
|
||||
|
||||
@@ -150,7 +151,7 @@ export class ParticleUpdateSystem extends EntitySystem {
|
||||
|
||||
// 获取 Transform 位置、旋转、缩放 | Get Transform position, rotation, scale
|
||||
if (this._transformType) {
|
||||
transform = entity.getComponent(this._transformType as any) as ITransformComponent | null;
|
||||
transform = entity.getComponent(this._transformType);
|
||||
if (transform) {
|
||||
const pos = transform.worldPosition ?? transform.position;
|
||||
worldX = pos.x;
|
||||
@@ -239,7 +240,7 @@ export class ParticleUpdateSystem extends EntitySystem {
|
||||
// 尝试获取 Transform,如果没有则使用默认位置 | Try to get Transform, use default position if not available
|
||||
let transform: ITransformComponent | null = null;
|
||||
if (this._transformType) {
|
||||
transform = entity.getComponent(this._transformType as any) as ITransformComponent | null;
|
||||
transform = entity.getComponent(this._transformType);
|
||||
}
|
||||
// 即使没有 Transform,也要注册粒子系统(使用原点位置) | Register particle system even without Transform (use origin position)
|
||||
if (transform) {
|
||||
|
||||
20
packages/particle/src/tokens.ts
Normal file
20
packages/particle/src/tokens.ts
Normal file
@@ -0,0 +1,20 @@
|
||||
/**
|
||||
* 粒子模块服务令牌
|
||||
* Particle module service tokens
|
||||
*
|
||||
* 定义粒子模块导出的服务令牌。
|
||||
* Defines service tokens exported by particle module.
|
||||
*/
|
||||
|
||||
import { createServiceToken } from '@esengine/engine-core';
|
||||
import type { ParticleUpdateSystem } from './systems/ParticleSystem';
|
||||
|
||||
// ============================================================================
|
||||
// 粒子模块导出的令牌 | Tokens exported by particle module
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* 粒子更新系统令牌
|
||||
* Particle update system token
|
||||
*/
|
||||
export const ParticleUpdateSystemToken = createServiceToken<ParticleUpdateSystem>('particleUpdateSystem');
|
||||
Reference in New Issue
Block a user