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
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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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