feat(asset): 增强资产管理系统和编辑器 UI (#291)

* fix(editor): 修复粒子实体创建和优化检视器

- 添加 effects 分类到右键菜单,修复粒子实体无法创建的问题
- 添加粒子效果的本地化标签
- 简化粒子组件检视器,优先显示资产文件选择
- 高级属性只在未选择资产时显示,且默认折叠
- 添加可折叠的属性分组提升用户体验

* fix(particle): 修复粒子系统在浏览器预览中的资产加载和渲染

- 添加粒子 Gizmo 支持,显示发射形状并响应 Transform 缩放/旋转
- 修复资产热重载:添加 reloadAsset() 方法和 assets:refresh 事件监听
- 修复 VectorFieldEditors 数值输入精度(step 改为 0.01)
- 修复浏览器预览中粒子资产加载失败的问题:
  - 将相对路径转换为绝对路径以正确复制资产文件
  - 使用原始 GUID 而非生成的 GUID 构建 asset catalog
  - 初始化全局 assetManager 单例的 catalog 和 loader
  - 在 GameRuntime 的 systemContext 中添加 engineIntegration
- 公开 AssetManager.initializeFromCatalog 方法供运行时使用

* feat(asset): 增强资产管理系统和编辑器 UI

主要改动:
- 添加 loaderType 字段支持显式指定加载器类型覆盖
- 添加 .particle 扩展名和类型映射
- 新增 MANAGED_ASSET_DIRECTORIES 常量和相关工具方法
- EngineService 使用全局 assetManager 并同步 AssetRegistry 数据
- 修复插件启用逻辑,defaultEnabled=true 的新插件不被旧配置禁用
- ContentBrowser 添加 GUID 管理目录指示和非托管目录警告
- AssetPickerDialog 和 AssetFileInspector UI 增强
This commit is contained in:
YHH
2025-12-07 20:26:03 +08:00
committed by GitHub
parent 568b327425
commit d92c2a7b66
9 changed files with 1013 additions and 86 deletions

View File

@@ -1080,11 +1080,16 @@ export class PluginManager implements IService {
const wasEnabled = plugin.enabled;
const isDefaultEnabled = plugin.plugin.manifest.defaultEnabled;
// 如果插件在配置中明确列出,按配置来
// 如果插件在配置中但 defaultEnabled=true保持启用新插件不应被旧配置禁用
// If plugin is explicitly in config, follow config
// If plugin is not in config but defaultEnabled=true, keep enabled (new plugins should not be disabled by old config)
const shouldBeEnabled = inConfig || (isDefaultEnabled && !enabledPlugins.some(p => p === id));
// 逻辑:
// 1. 如果插件在配置中明确列出,启用它
// 2. 如果插件不在配置中但 defaultEnabled=true也启用它新插件不应被旧配置禁用
// 3. 只有在配置中明确不包含且 defaultEnabled=false 的插件才禁用
//
// Logic:
// 1. If plugin is explicitly in config, enable it
// 2. If plugin is not in config but defaultEnabled=true, also enable it (new plugins should not be disabled by old config)
// 3. Only disable plugins that are not in config AND have defaultEnabled=false
const shouldBeEnabled = inConfig || isDefaultEnabled;
if (shouldBeEnabled && !wasEnabled) {
toEnable.push(id);

View File

@@ -125,8 +125,17 @@ const EXTENSION_TYPE_MAP: Record<string, AssetRegistryType> = {
'.prefab': 'prefab',
'.tmx': 'tilemap',
'.tsx': 'tileset',
// Particle system
'.particle': 'particle',
};
/**
* Directories managed by asset registry (GUID system)
* 被资产注册表GUID 系统)管理的目录
*/
export const MANAGED_ASSET_DIRECTORIES = ['assets', 'scripts', 'scenes'] as const;
export type ManagedAssetDirectory = typeof MANAGED_ASSET_DIRECTORIES[number];
// 使用从 IFileSystem.ts 导入的标准接口
// Using standard interface imported from IFileSystem.ts
@@ -482,13 +491,12 @@ export class AssetRegistryService {
const sep = this._projectPath.includes('\\') ? '\\' : '/';
// 扫描多个目录assets, scripts, scenes
// Scan multiple directories: assets, scripts, scenes
const directoriesToScan = [
{ path: `${this._projectPath}${sep}assets`, name: 'assets' },
{ path: `${this._projectPath}${sep}scripts`, name: 'scripts' },
{ path: `${this._projectPath}${sep}scenes`, name: 'scenes' }
];
// 扫描多个目录assets, scripts, scenes, ecs-scenes
// Scan multiple directories: assets, scripts, scenes, ecs-scenes
const directoriesToScan = MANAGED_ASSET_DIRECTORIES.map(name => ({
path: `${this._projectPath}${sep}${name}`,
name
}));
for (const dir of directoriesToScan) {
try {
@@ -789,6 +797,74 @@ export class AssetRegistryService {
return this._projectPath;
}
/**
* Get managed asset directories
* 获取被管理的资产目录
*/
getManagedDirectories(): readonly string[] {
return MANAGED_ASSET_DIRECTORIES;
}
/**
* Check if a path is within a managed directory
* 检查路径是否在被管理的目录中
*
* @param pathToCheck - Absolute or relative path | 绝对或相对路径
* @returns Whether the path is in a managed directory | 路径是否在被管理的目录中
*/
isPathManaged(pathToCheck: string): boolean {
if (!pathToCheck) return false;
// Normalize path
const normalizedPath = pathToCheck.replace(/\\/g, '/');
// Check if path starts with any managed directory
for (const dir of MANAGED_ASSET_DIRECTORIES) {
// Check relative path (e.g., "assets/textures/...")
if (normalizedPath.startsWith(`${dir}/`) || normalizedPath === dir) {
return true;
}
// Check absolute path (e.g., "C:/project/assets/...")
if (this._projectPath) {
const normalizedProject = this._projectPath.replace(/\\/g, '/');
const managedAbsPath = `${normalizedProject}/${dir}`;
if (normalizedPath.startsWith(`${managedAbsPath}/`) || normalizedPath === managedAbsPath) {
return true;
}
}
}
return false;
}
/**
* Get the managed directory name for a path (if any)
* 获取路径所属的被管理目录名称(如果有)
*
* @param pathToCheck - Absolute or relative path | 绝对或相对路径
* @returns The managed directory name or null | 被管理的目录名称或 null
*/
getManagedDirectoryForPath(pathToCheck: string): ManagedAssetDirectory | null {
if (!pathToCheck) return null;
const normalizedPath = pathToCheck.replace(/\\/g, '/');
for (const dir of MANAGED_ASSET_DIRECTORIES) {
if (normalizedPath.startsWith(`${dir}/`) || normalizedPath === dir) {
return dir;
}
if (this._projectPath) {
const normalizedProject = this._projectPath.replace(/\\/g, '/');
const managedAbsPath = `${normalizedProject}/${dir}`;
if (normalizedPath.startsWith(`${managedAbsPath}/`) || normalizedPath === managedAbsPath) {
return dir;
}
}
}
return null;
}
/**
* Dispose the service
*/