refactor: 代码规范化与依赖清理 (#317)
* refactor(deps): 统一编辑器包依赖配置 & 优化分层架构 - 将 ecs-engine-bindgen 提升为 Layer 1 核心包 - 统一 9 个编辑器包的依赖声明模式 - 清理废弃的包目录 (ui, ui-editor, network-*) * refactor(tokens): 修复 PrefabService 令牌冲突 & 补充 module.json - 将 editor-core 的 PrefabServiceToken 改名为 EditorPrefabServiceToken 避免与 asset-system 的 PrefabServiceToken 冲突 (Symbol.for 冲突) - 为 mesh-3d 添加 module.json - 为 world-streaming 添加 module.json * refactor(editor-core): 整理导出结构 & 添加 blueprint tokens.ts - 按功能分组整理 editor-core 的 65 行导出 - 添加清晰的分组注释 (中英双语) - 为 blueprint 添加占位符 tokens.ts * chore(editor): 为 14 个编辑器插件包添加 module.json 统一编辑器包的模块配置,包含: - isEditorPlugin 标识 - runtimeModule 关联 - exports 导出清单 (inspectors, panels, gizmos) * refactor(core): 改进类型安全 - 减少 as any 使用 - 添加 GlobalTypes.ts 定义小游戏平台和 Chrome API 类型 - SoAStorage 使用 IComponentTypeMetadata 替代 as any - PlatformDetector 使用类型安全的平台检测 - 添加 ISoAStorageStats/ISoAFieldStats 接口 * feat(editor): 添加 EditorServicesContext 解决 prop drilling - 新增 contexts/EditorServicesContext.tsx 提供统一服务访问 - App.tsx 包裹 EditorServicesProvider - 提供 useEditorServices/useMessageHub 等便捷 hooks - SceneHierarchy 添加迁移注释,后续可移除 props * docs(editor): 澄清 inspector 目录架构关系 - inspector/ 标记为内部实现,添加 @deprecated 警告 - inspectors/ 标记为公共 API 入口点 - 添加架构说明文档 * refactor(editor): 添加全局类型声明消除 window as any - 创建 editor-app/src/global.d.ts 声明 Window 接口扩展 - 创建 editor-core/src/global.d.ts 声明 Window 接口扩展 - 更新 App.tsx 使用类型安全的 window 属性访问 - 更新 PluginLoader.ts 使用 window.__ESENGINE_PLUGINS__ - 更新 PluginSDKRegistry.ts 使用 window.__ESENGINE_SDK__ - 更新 UserCodeService.ts 使用类型安全的全局变量访问 * refactor(editor): 提取项目和场景操作到独立 hooks - 创建 useProjectActions hook 封装项目操作 - 创建 useSceneActions hook 封装场景操作 - 为渐进式重构 App.tsx 做准备 * refactor(editor): 清理冗余代码和未使用文件 删除的目录和文件: - application/state/ - 重复的状态管理(与 stores/ 重复) - 8 个孤立 CSS 文件(对应组件不存在) - AssetBrowser.tsx - 仅为 ContentBrowser 的向后兼容包装 - AssetPicker.tsx - 未被使用 - AssetPickerDialog.tsx (顶级) - 已被 dialogs/ 版本取代 - EntityInspector.tsx (顶级) - 已被 inspectors/views/ 版本取代 修复: - 移除 App.tsx 中未使用的导入 - 更新 application/index.ts 移除已删除模块 - 修复 useProjectActions.ts 的 MutableRefObject 类型 * refactor(editor): 统一 inspectors 模块导出结构 - 在 inspectors/index.ts 重新导出 PropertyInspector - 创建 inspectors/fields/index.ts barrel export - 导出 views、fields、common 子模块 - 更新 EntityInspector 使用统一入口导入 * refactor(editor): 删除废弃的 Profiler 组件 删除未使用的组件(共 1059 行): - ProfilerPanel.tsx (229 行) - ProfilerWindow.tsx (589 行) - ProfilerDockPanel.tsx (241 行) - ProfilerPanel.css - ProfilerDockPanel.css 保留:AdvancedProfiler + AdvancedProfilerWindow(正在使用) * refactor(runtime-core): 统一依赖处理与插件状态管理 - 新增 DependencyUtils 统一拓扑排序和依赖验证 - 新增 PluginState 定义插件生命周期状态机 - 合并 UnifiedPluginLoader 到 PluginLoader - 清理 index.ts 移除不必要的 Token re-exports - 新增 RuntimeMode/UserCodeRealm/ImportMapGenerator * refactor(editor-core): 使用统一的 ImportMapGenerator - WebBuildPipeline 使用 runtime-core 的 generateImportMap - UserCodeService 添加 ImportMap 相关接口 * feat(compiler): 增强 esbuild 查找策略 - 支持本地 node_modules、pnpm exec、npx、全局多种来源 - EngineService 使用 RuntimeMode * refactor(runtime-core): 简化 GameRuntime 代码 - 合并 _disableGameLogicSystems/_enableGameLogicSystems 为 _setGameLogicSystemsEnabled - 精简本地 Token 定义的注释 * refactor(editor-core): 引入 BaseRegistry 基类消除代码重复 - 新增 BaseRegistry 和 PrioritizedRegistry 基类 - 重构 CompilerRegistry, InspectorRegistry, FieldEditorRegistry - 统一注册表的日志记录和错误处理 * refactor(editor-core): 扩展 BaseRegistry 重构 - ComponentInspectorRegistry 继承 PrioritizedRegistry - EditorComponentRegistry 继承 BaseRegistry - EntityCreationRegistry 继承 BaseRegistry - PropertyRendererRegistry 继承 PrioritizedRegistry - 导出 BaseRegistry 基类供外部使用 - 统一双语注释格式 * refactor(editor-core): 代码优雅性优化 CommandManager: - 提取 tryMergeWithLast() 和 pushToUndoStack() 消除重复代码 - 统一双语注释格式 FileActionRegistry: - 提取 normalizeExtension() 消除扩展名规范化重复 - 统一私有属性命名风格(_前缀) - 使用 createRegistryToken 统一 Token 创建 BaseRegistry: - 添加 IOrdered 接口 - 添加 sortByOrder() 排序辅助方法 EntityCreationRegistry: - 使用 sortByOrder() 简化排序逻辑 * refactor(editor-core): 统一日志系统 & 代码规范优化 - GizmoRegistry: 使用 createLogger 替代 console.warn - VirtualNodeRegistry: 使用 createLogger 替代 console.warn - WindowRegistry: 使用 logger、添加 _ 前缀、导出 IWindowRegistry token - EditorViewportService: 使用 createLogger 替代 console.warn - ComponentActionRegistry: 使用 logger、添加 _ 前缀、返回值改进 - SettingsRegistry: 使用 logger、提取 ensureCategory/ensureSection 方法 - 添加 WindowRegistry 到主导出 * refactor(editor-core): ModuleRegistry 使用 logger 替代 console * refactor(editor-core): SerializerRegistry/UIRegistry 添加 token 和 _ 前缀 * refactor(editor-core): UIRegistry 代码优雅性 & Token 命名统一 - UIRegistry: 提取 _sortByOrder 消除 6 处重复排序逻辑 - UIRegistry: 添加分节注释和双语文档 - FieldEditorRegistry: Token 重命名为 FieldEditorRegistryToken - PropertyRendererRegistry: Token 重命名为 PropertyRendererRegistryToken * refactor(core): 统一日志系统 - console 替换为 logger - ComponentSerializer: 使用 logger 替代 console.warn - ComponentRegistry: console.warn → logger.warn (已有 logger) - SceneSerializer: 添加 logger,替换 console.warn/error - SystemScheduler: 添加 logger,替换 console.warn - VersionMigration: 添加 logger,替换所有 console.warn - RuntimeModeService: console.error → logger.error - Core.ts: _logger 改为 readonly,双语错误消息 - SceneSerializer 修复:使用 getComponentTypeName 替代 constructor.name * fix(core): 修复 constructor.name 压缩后失效问题 - Scene.ts: 使用 system.systemName 替代 system.constructor.name - CommandBuffer.ts: 使用 getComponentTypeName() 替代 constructor.name * refactor(editor-core): 代码规范优化 - 私有方法命名 & 日志统一 - BuildService: console → logger - FileActionRegistry: 添加 logger, 私有方法 _ 前缀 - SettingsRegistry: 私有方法 _ 前缀 (ensureCategory → _ensureCategory) * refactor(core): Scene.ts 私有变量命名规范化 - logger → _logger (遵循私有变量 _ 前缀规范) * refactor(editor-core): 服务类私有成员命名规范化 - CommandManager: 私有变量/方法添加 _ 前缀 - undoStack/redoStack/config/isExecuting - tryMergeWithLast/pushToUndoStack - LocaleService: 私有变量/方法添加 _ 前缀 - currentLocale/translations/changeListeners - deepMerge/getNestedValue/loadSavedLocale/saveLocale * refactor(core): 私有成员命名规范化 & 单例模式优化 - Component.ts: _idGenerator 私有静态变量规范化 - PlatformManager.ts: _instance, _adapter, _logger 规范化 - AutoProfiler.ts: _instance, _config 及所有私有方法规范化 - ProfilerSDK.ts: _instance, _config 及所有私有方法规范化 - ComponentPoolManager: _instance, _pools, _usageTracker 规范化 - GlobalEventBus: _instance 规范化 - 添加中英双语 JSDoc 注释 * refactor(editor-app,behavior-tree-editor): 私有成员 & 单例模式命名规范化 editor-app: - EngineService: private static instance → _instance - EditorEngineSync: 所有私有成员添加 _ 前缀 - RuntimeResolver: 所有私有成员和方法添加 _ 前缀 - SettingsService: 所有私有成员和方法添加 _ 前缀 behavior-tree-editor: - GlobalBlackboardService: 所有私有成员和方法添加 _ 前缀 - NotificationService: private static instance → _instance - NodeRegistryService: 所有私有成员和方法添加 _ 前缀 - TreeStateAdapter: private static instance → _instance * fix(editor-runtime): 添加 editor-core 到 external 避免传递依赖问题 将 @esengine/editor-core 添加到 vite external 配置, 避免 editor-core → runtime-core → ecs-engine-bindgen 的传递依赖 被错误地打包进 editor-runtime.js,导致 CI 构建失败。 * fix(core): 修复空接口 lint 错误 将 IByteDanceMiniGameAPI、IAlipayMiniGameAPI、IBaiduMiniGameAPI 从空接口改为类型别名,修复 no-empty-object-type 规则报错
This commit is contained in:
@@ -29,19 +29,10 @@ import {
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import { AssetManager, EngineIntegration, AssetManagerToken, setGlobalAssetDatabase } from '@esengine/asset-system';
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// ============================================================================
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// 本地服务令牌定义 | Local Service Token Definitions
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// 本地服务令牌(松耦合设计)| Local Service Tokens (Loose Coupling)
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// ============================================================================
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// 这些令牌使用 createServiceToken() 本地定义,而不是从源模块导入。
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// 这是有意为之:
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// 1. runtime-core 应保持与 ui/sprite/behavior-tree 等模块的松耦合
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// 2. createServiceToken() 使用 Symbol.for(),确保相同名称在运行时匹配
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// 3. 本地接口提供类型安全,无需引入模块依赖
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//
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// These tokens are defined locally using createServiceToken() instead of
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// importing from source modules. This is intentional:
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// 1. runtime-core should remain loosely coupled to ui/sprite/behavior-tree etc.
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// 2. createServiceToken() uses Symbol.for(), ensuring same names match at runtime
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// 3. Local interfaces provide type safety without introducing module dependencies
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// 使用 Symbol.for() 确保与源模块的 Token 在运行时匹配
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// Uses Symbol.for() to match source module tokens at runtime
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// ============================================================================
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/**
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@@ -97,16 +88,23 @@ import {
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type IRuntimeModule
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} from './PluginManager';
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import {
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loadEnabledPlugins,
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type PluginPackageInfo,
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type ProjectPluginConfig
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PluginLoader,
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type PluginLoadConfig
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} from './PluginLoader';
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import {
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BUILTIN_PLUGIN_PACKAGES,
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mergeProjectConfig,
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convertToPluginLoadConfigs,
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type ProjectConfig
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} from './ProjectConfig';
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import type { IPlatformAdapter, PlatformAdapterConfig } from './IPlatformAdapter';
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import {
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RuntimeMode,
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getRuntimeModeConfig,
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isEditorMode as checkIsEditorMode,
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shouldEnableGameLogic,
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type RuntimeModeConfig
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} from './RuntimeMode';
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/**
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* 运行时配置
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@@ -143,6 +141,7 @@ export interface RuntimeState {
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initialized: boolean;
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running: boolean;
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paused: boolean;
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mode: RuntimeMode;
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}
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/**
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@@ -166,7 +165,8 @@ export class GameRuntime {
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private _state: RuntimeState = {
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initialized: false,
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running: false,
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paused: false
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paused: false,
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mode: RuntimeMode.EditorStatic
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};
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private _animationFrameId: number | null = null;
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@@ -196,6 +196,14 @@ export class GameRuntime {
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return { ...this._state };
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}
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/**
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* @zh 获取当前运行模式
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* @en Get current runtime mode
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*/
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get mode(): RuntimeMode {
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return this._state.mode;
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}
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/**
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* 获取场景
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*/
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@@ -253,6 +261,95 @@ export class GameRuntime {
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return this._platform;
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}
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/**
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* @zh 设置运行模式
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* @en Set runtime mode
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*
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* @zh 根据模式自动配置系统启用状态、UI 显示等
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* @en Automatically configures system enabling, UI visibility, etc. based on mode
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*
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* @param mode - @zh 目标模式 @en Target mode
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* @param options - @zh 可选覆盖配置 @en Optional override configuration
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*/
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setMode(mode: RuntimeMode, options?: Partial<RuntimeModeConfig>): void {
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if (!this._state.initialized) {
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console.warn('[GameRuntime] Cannot set mode before initialization');
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return;
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}
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const previousMode = this._state.mode;
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this._state.mode = mode;
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// 获取模式配置并应用覆盖
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const config = { ...getRuntimeModeConfig(mode), ...options };
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console.log(`[GameRuntime] Mode: ${previousMode} → ${mode}`);
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// 1. 配置场景编辑器模式
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if (this._scene) {
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this._scene.isEditorMode = !config.triggerLifecycle;
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}
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// 2. 配置渲染系统
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if (this._renderSystem) {
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this._renderSystem.setPreviewMode(mode !== RuntimeMode.EditorStatic);
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this._renderSystem.setShowGizmos(config.showGizmos);
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}
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// 3. 配置引擎桥接
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if (this._bridge) {
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this._bridge.setShowGrid(config.showGrid);
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this._bridge.setEditorMode(config.isEditorEnvironment);
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}
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// 4. 配置输入系统
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if (this._inputSystem) {
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this._inputSystem.enabled = config.enableInput;
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}
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// 5. 配置游戏逻辑系统
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this._applySystemConfig(config);
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// 6. 触发生命周期(从静态模式进入其他模式时)
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if (previousMode === RuntimeMode.EditorStatic && config.triggerLifecycle) {
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this._scene?.begin();
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}
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// 7. 更新运行状态
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this._state.running = shouldEnableGameLogic(mode);
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this._state.paused = false;
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}
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/**
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* @zh 应用系统配置
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* @en Apply system configuration
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*/
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private _applySystemConfig(config: RuntimeModeConfig): void {
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const services = this._systemContext?.services;
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if (!services) return;
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// 物理系统
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const physicsSystem = services.get(Physics2DSystemToken);
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if (physicsSystem) {
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physicsSystem.enabled = config.enablePhysics;
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}
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// 行为树系统
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const behaviorTreeSystem = services.get(BehaviorTreeSystemToken);
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if (behaviorTreeSystem) {
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behaviorTreeSystem.enabled = config.enableBehaviorTree;
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if (config.enableBehaviorTree) {
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behaviorTreeSystem.startAllAutoStartTrees?.();
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}
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}
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// 动画系统
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const animatorSystem = services.get(SpriteAnimatorSystemToken);
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if (animatorSystem) {
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animatorSystem.enabled = config.enableAnimation;
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}
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}
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/**
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* 初始化运行时
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* Initialize runtime
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@@ -395,14 +492,18 @@ export class GameRuntime {
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defaultWorld.start();
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}
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// 14. 编辑器模式下的特殊处理
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if (this._platform.isEditorMode()) {
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// 禁用游戏逻辑系统
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this._disableGameLogicSystems();
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}
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this._state.initialized = true;
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// 14. 设置初始模式
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const initialMode = this._platform.isEditorMode()
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? RuntimeMode.EditorStatic
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: RuntimeMode.Standalone;
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this._state.mode = initialMode;
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// 应用初始模式配置(不触发 setMode 的完整流程,因为刚初始化)
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const modeConfig = getRuntimeModeConfig(initialMode);
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this._applySystemConfig(modeConfig);
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// 15. 自动启动渲染循环
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if (this._config.autoStartRenderLoop !== false) {
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this._startRenderLoop();
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@@ -414,72 +515,53 @@ export class GameRuntime {
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}
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/**
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* 加载并初始化插件
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* @zh 加载并初始化插件
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* @en Load and initialize plugins
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*/
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private async _initializePlugins(): Promise<void> {
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// 检查是否已有插件注册(静态导入场景)
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// Check if plugins are already registered (static import scenario)
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const hasPlugins = runtimePluginManager.getPlugins().length > 0;
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if (!hasPlugins) {
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// 没有预注册的插件,尝试动态加载
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// No pre-registered plugins, try dynamic loading
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await loadEnabledPlugins(
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{ plugins: this._projectConfig.plugins },
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BUILTIN_PLUGIN_PACKAGES
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);
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const configs = convertToPluginLoadConfigs(this._projectConfig, BUILTIN_PLUGIN_PACKAGES);
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const loader = new PluginLoader({ plugins: configs });
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await loader.loadAll();
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const loaded = loader.getLoaded();
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const failed = loader.getFailed();
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if (loaded.length > 0) {
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console.log(`[GameRuntime] Loaded: ${loaded.map(p => p.packageId).join(', ')}`);
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}
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if (failed.length > 0) {
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for (const p of failed) {
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console.warn(`[GameRuntime] Failed: ${p.packageId} - ${p.error}`);
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}
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}
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}
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// 初始化插件(注册组件和服务)
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await runtimePluginManager.initializeRuntime(Core.services);
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}
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/**
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* 禁用游戏逻辑系统(编辑器模式)
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* @zh 设置游戏逻辑系统启用状态
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* @en Set game logic systems enabled state
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*/
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private _disableGameLogicSystems(): void {
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const services = this._systemContext?.services;
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if (!services) return;
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// 这些系统由插件创建,通过服务注册表获取引用
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const animatorSystem = services.get(SpriteAnimatorSystemToken);
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if (animatorSystem) {
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animatorSystem.enabled = false;
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}
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const behaviorTreeSystem = services.get(BehaviorTreeSystemToken);
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if (behaviorTreeSystem) {
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behaviorTreeSystem.enabled = false;
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}
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const physicsSystem = services.get(Physics2DSystemToken);
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if (physicsSystem) {
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physicsSystem.enabled = false;
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}
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}
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/**
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* 启用游戏逻辑系统(预览/运行模式)
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*/
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private _enableGameLogicSystems(): void {
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private _setGameLogicSystemsEnabled(enabled: boolean): void {
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const services = this._systemContext?.services;
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if (!services) return;
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const animatorSystem = services.get(SpriteAnimatorSystemToken);
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if (animatorSystem) {
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animatorSystem.enabled = true;
|
||||
}
|
||||
if (animatorSystem) animatorSystem.enabled = enabled;
|
||||
|
||||
const behaviorTreeSystem = services.get(BehaviorTreeSystemToken);
|
||||
if (behaviorTreeSystem) {
|
||||
behaviorTreeSystem.enabled = true;
|
||||
behaviorTreeSystem.startAllAutoStartTrees?.();
|
||||
behaviorTreeSystem.enabled = enabled;
|
||||
if (enabled) behaviorTreeSystem.startAllAutoStartTrees?.();
|
||||
}
|
||||
|
||||
const physicsSystem = services.get(Physics2DSystemToken);
|
||||
if (physicsSystem) {
|
||||
physicsSystem.enabled = true;
|
||||
}
|
||||
if (physicsSystem) physicsSystem.enabled = enabled;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -518,36 +600,23 @@ export class GameRuntime {
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始运行(启用游戏逻辑)
|
||||
* Start running (enable game logic)
|
||||
* @zh 开始运行(切换到预览模式)
|
||||
* @en Start running (switch to preview mode)
|
||||
*
|
||||
* @zh 在编辑器中,从 EditorStatic 切换到 EditorPreview
|
||||
* @en In editor, switches from EditorStatic to EditorPreview
|
||||
*/
|
||||
start(): void {
|
||||
if (!this._state.initialized || this._state.running) {
|
||||
return;
|
||||
}
|
||||
|
||||
this._state.running = true;
|
||||
this._state.paused = false;
|
||||
// 根据平台选择目标模式
|
||||
const targetMode = this._platform.isEditorMode()
|
||||
? RuntimeMode.EditorPreview
|
||||
: RuntimeMode.Standalone;
|
||||
|
||||
// 启用预览模式
|
||||
if (this._renderSystem) {
|
||||
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) {
|
||||
this._scene.begin();
|
||||
}
|
||||
|
||||
// 启用游戏逻辑系统
|
||||
this._enableGameLogicSystems();
|
||||
this.setMode(targetMode);
|
||||
|
||||
// 确保渲染循环在运行
|
||||
this._startRenderLoop();
|
||||
@@ -576,32 +645,23 @@ export class GameRuntime {
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止运行(禁用游戏逻辑)
|
||||
* Stop running (disable game logic)
|
||||
* @zh 停止运行(切换回静态模式)
|
||||
* @en Stop running (switch back to static mode)
|
||||
*
|
||||
* @zh 在编辑器中,从 EditorPreview 切换回 EditorStatic
|
||||
* @en In editor, switches from EditorPreview back to EditorStatic
|
||||
*/
|
||||
stop(): void {
|
||||
if (!this._state.running) {
|
||||
return;
|
||||
}
|
||||
|
||||
this._state.running = false;
|
||||
this._state.paused = false;
|
||||
|
||||
// 禁用预览模式
|
||||
if (this._renderSystem) {
|
||||
this._renderSystem.setPreviewMode(false);
|
||||
// 在编辑器中切换回静态模式(setMode 会处理系统禁用)
|
||||
if (this._platform.isEditorMode()) {
|
||||
this.setMode(RuntimeMode.EditorStatic);
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 禁用游戏逻辑系统
|
||||
this._disableGameLogicSystems();
|
||||
|
||||
// 重置物理系统
|
||||
// 重置物理系统状态
|
||||
const physicsSystem = this._systemContext?.services.get(Physics2DSystemToken);
|
||||
if (physicsSystem) {
|
||||
physicsSystem.reset?.();
|
||||
@@ -618,9 +678,9 @@ export class GameRuntime {
|
||||
}
|
||||
|
||||
// 启用系统执行一帧
|
||||
this._enableGameLogicSystems();
|
||||
this._setGameLogicSystemsEnabled(true);
|
||||
Core.update(1 / 60);
|
||||
this._disableGameLogicSystems();
|
||||
this._setGameLogicSystemsEnabled(false);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user