feat: 纹理路径稳定 ID 与架构改进 (#305)

* feat(asset-system): 实现路径稳定 ID 生成器

使用 FNV-1a hash 算法为纹理生成稳定的运行时 ID:
- 新增 _pathIdCache 静态缓存,跨 Play/Stop 循环保持稳定
- 新增 getStableIdForPath() 方法,相同路径永远返回相同 ID
- 修改 loadTextureForComponent/loadTextureByGuid 使用稳定 ID
- clearTextureMappings() 不再清除 _pathIdCache

这解决了 Play/Stop 后纹理 ID 失效的根本问题。

* fix(runtime-core): 移除 Play/Stop 循环中的 clearTextureMappings 调用

使用路径稳定 ID 后,不再需要在快照保存/恢复时清除纹理缓存:
- saveSceneSnapshot() 移除 clearTextureMappings() 调用
- restoreSceneSnapshot() 移除 clearTextureMappings() 调用
- 组件保存的 textureId 在 Play/Stop 后仍然有效

* fix(editor-core): 修复场景切换时的资源泄漏

在 openScene() 加载新场景前先卸载旧场景资源:
- 调用 sceneResourceManager.unloadSceneResources() 释放旧资源
- 使用引用计数机制,仅卸载不再被引用的资源
- 路径稳定 ID 缓存不受影响,保持 ID 稳定性

* fix(runtime-core): 修复 PluginManager 组件注册类型错误

将 ComponentRegistry 类改为 GlobalComponentRegistry 实例:
- registerComponents() 期望 IComponentRegistry 接口实例
- GlobalComponentRegistry 是 ComponentRegistry 的全局实例

* refactor(core): 提取 IComponentRegistry 接口

将组件注册表抽象为接口,支持场景级组件注册:
- 新增 IComponentRegistry 接口定义
- Scene 持有独立的 componentRegistry 实例
- 支持从 GlobalComponentRegistry 克隆
- 各系统支持传入自定义注册表

* refactor(engine-core): 改进插件服务注册机制

- 更新 IComponentRegistry 类型引用
- 优化 PluginServiceRegistry 服务管理

* refactor(modules): 适配新的组件注册接口

更新各模块 RuntimeModule 使用 IComponentRegistry 接口:
- audio, behavior-tree, camera
- sprite, tilemap, world-streaming

* fix(physics-rapier2d): 修复物理插件组件注册

- PhysicsEditorPlugin 添加 runtimeModule 引用
- 适配 IComponentRegistry 接口
- 修复物理组件在场景加载时未注册的问题

* feat(editor-core): 添加 UserCodeService 就绪信号机制

- 新增 waitForReady()/signalReady() API
- 支持等待用户脚本编译完成
- 解决场景加载时组件未注册的时序问题

* fix(editor-app): 在编译完成后调用 signalReady()

确保用户脚本编译完成后发出就绪信号:
- 编译成功后调用 userCodeService.signalReady()
- 编译失败也要发出信号,避免阻塞场景加载

* feat(editor-core): 改进编辑器核心服务

- EntityStoreService 添加调试日志
- AssetRegistryService 优化资产注册
- PluginManager 改进插件管理
- IFileAPI 添加 getFileMtime 接口

* feat(engine): 改进 Rust 纹理管理器

- 支持任意 ID 的纹理加载(非递增)
- 添加纹理状态追踪 API
- 优化纹理缓存清理机制
- 更新 TypeScript 绑定

* feat(ui): 添加场景切换和文本闪烁组件

新增组件:
- SceneLoadTriggerComponent: 场景切换触发器
- TextBlinkComponent: 文本闪烁效果

新增系统:
- SceneLoadTriggerSystem: 处理场景切换逻辑
- TextBlinkSystem: 处理文本闪烁动画

其他改进:
- UIRuntimeModule 适配新组件注册接口
- UI 渲染系统优化

* feat(editor-app): 添加外部文件修改检测

- 新增 ExternalModificationDialog 组件
- TauriFileAPI 支持 getFileMtime
- 场景文件被外部修改时提示用户

* feat(editor-app): 添加渲染调试面板

- 新增 RenderDebugService 和调试面板 UI
- App/ContentBrowser 添加调试日志
- TitleBar/Viewport 优化
- DialogManager 改进

* refactor(editor-app): 编辑器服务和组件优化

- EngineService 改进引擎集成
- EditorEngineSync 同步优化
- AssetFileInspector 改进
- VectorFieldEditors 优化
- InstantiatePrefabCommand 改进

* feat(i18n): 更新国际化翻译

- 添加新功能相关翻译
- 更新中文、英文、西班牙文

* feat(tauri): 添加文件修改时间查询命令

- 新增 get_file_mtime 命令
- 支持检测文件外部修改

* refactor(particle): 粒子系统改进

- 适配新的组件注册接口
- ParticleSystem 优化
- 添加单元测试

* refactor(platform): 平台适配层优化

- BrowserRuntime 改进
- 新增 RuntimeSceneManager 服务
- 导出优化

* refactor(asset-system-editor): 资产元数据改进

- AssetMetaFile 优化
- 导出调整

* fix(asset-system): 移除未使用的 TextureLoader 导入

* fix(tests): 更新测试以使用 GlobalComponentRegistry 实例

修复多个测试文件以适配 ComponentRegistry 从静态类变为实例类的变更:
- ComponentStorage.test.ts: 使用 GlobalComponentRegistry.reset()
- EntitySerializer.test.ts: 使用 GlobalComponentRegistry 实例
- IncrementalSerialization.test.ts: 使用 GlobalComponentRegistry 实例
- SceneSerializer.test.ts: 使用 GlobalComponentRegistry 实例
- ComponentRegistry.extended.test.ts: 使用 GlobalComponentRegistry,同时注册到 scene.componentRegistry
- SystemTypes.test.ts: 在 Scene 创建前注册组件
- QuerySystem.test.ts: mockScene 添加 componentRegistry
This commit is contained in:
YHH
2025-12-16 12:46:14 +08:00
committed by GitHub
parent d834ca5e77
commit ed8f6e283b
107 changed files with 7399 additions and 847 deletions

View File

@@ -1,8 +1,9 @@
import { useState, useEffect, useCallback } from 'react';
import { Folder, File as FileIcon, Image as ImageIcon, Clock, HardDrive, Settings2 } from 'lucide-react';
import { useState, useEffect, useCallback, useRef } from 'react';
import { Folder, File as FileIcon, Image as ImageIcon, Clock, HardDrive, Settings2, Grid3X3 } from 'lucide-react';
import { convertFileSrc } from '@tauri-apps/api/core';
import { Core } from '@esengine/ecs-framework';
import { AssetRegistryService } from '@esengine/editor-core';
import type { ISpriteSettings } from '@esengine/asset-system-editor';
import { EngineService } from '../../../services/EngineService';
import { AssetFileInfo } from '../types';
import { ImagePreview, CodePreview, getLanguageFromExtension } from '../common';
@@ -50,6 +51,165 @@ function formatDate(timestamp?: number): string {
});
}
/**
* Sprite Settings Editor Component
* 精灵设置编辑器组件
*
* Allows editing nine-patch slice borders for texture assets.
* 允许编辑纹理资源的九宫格切片边框。
*/
interface SpriteSettingsEditorProps {
filePath: string;
imageSrc: string;
initialSettings?: ISpriteSettings;
onSettingsChange: (settings: ISpriteSettings) => void;
}
function SpriteSettingsEditor({ filePath, imageSrc, initialSettings, onSettingsChange }: SpriteSettingsEditorProps) {
const [sliceBorder, setSliceBorder] = useState<[number, number, number, number]>(
initialSettings?.sliceBorder || [0, 0, 0, 0]
);
const [imageSize, setImageSize] = useState<{ width: number; height: number } | null>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
// Sync sliceBorder state when initialSettings changes (async load)
// 当 initialSettings 变化时同步 sliceBorder 状态(异步加载)
useEffect(() => {
if (initialSettings?.sliceBorder) {
setSliceBorder(initialSettings.sliceBorder);
}
}, [initialSettings?.sliceBorder]);
// Load image to get dimensions
// 加载图像以获取尺寸
useEffect(() => {
const img = new Image();
img.onload = () => {
setImageSize({ width: img.width, height: img.height });
};
img.src = imageSrc;
}, [imageSrc]);
// Draw slice preview
// 绘制切片预览
useEffect(() => {
if (!canvasRef.current || !imageSize) return;
const canvas = canvasRef.current;
const ctx = canvas.getContext('2d');
if (!ctx) return;
const img = new Image();
img.onload = () => {
// Calculate scale to fit canvas
// 计算缩放以适应画布
const maxSize = 200;
const scale = Math.min(maxSize / img.width, maxSize / img.height, 1);
const displayWidth = img.width * scale;
const displayHeight = img.height * scale;
canvas.width = displayWidth;
canvas.height = displayHeight;
// Draw image
// 绘制图像
ctx.drawImage(img, 0, 0, displayWidth, displayHeight);
// Draw slice lines
// 绘制切片线
const [top, right, bottom, left] = sliceBorder;
ctx.strokeStyle = '#00ff00';
ctx.lineWidth = 1;
ctx.setLineDash([4, 4]);
// Top line
if (top > 0) {
ctx.beginPath();
ctx.moveTo(0, top * scale);
ctx.lineTo(displayWidth, top * scale);
ctx.stroke();
}
// Bottom line
if (bottom > 0) {
ctx.beginPath();
ctx.moveTo(0, displayHeight - bottom * scale);
ctx.lineTo(displayWidth, displayHeight - bottom * scale);
ctx.stroke();
}
// Left line
if (left > 0) {
ctx.beginPath();
ctx.moveTo(left * scale, 0);
ctx.lineTo(left * scale, displayHeight);
ctx.stroke();
}
// Right line
if (right > 0) {
ctx.beginPath();
ctx.moveTo(displayWidth - right * scale, 0);
ctx.lineTo(displayWidth - right * scale, displayHeight);
ctx.stroke();
}
};
img.src = imageSrc;
}, [imageSrc, imageSize, sliceBorder]);
const handleSliceChange = (index: number, value: number) => {
const newSlice = [...sliceBorder] as [number, number, number, number];
newSlice[index] = Math.max(0, value);
setSliceBorder(newSlice);
onSettingsChange({ ...initialSettings, sliceBorder: newSlice });
};
const labels = ['Top', 'Right', 'Bottom', 'Left'];
const labelsCN = ['上', '右', '下', '左'];
return (
<div className="sprite-settings-editor">
{/* Slice Preview Canvas */}
<div style={{ marginBottom: '12px', textAlign: 'center' }}>
<canvas
ref={canvasRef}
style={{
border: '1px solid #444',
borderRadius: '4px',
maxWidth: '100%'
}}
/>
{imageSize && (
<div style={{ fontSize: '11px', color: '#888', marginTop: '4px' }}>
{imageSize.width} × {imageSize.height} px
</div>
)}
</div>
{/* Slice Border Inputs */}
<div style={{ display: 'grid', gridTemplateColumns: '1fr 1fr', gap: '8px' }}>
{sliceBorder.map((value, index) => (
<div key={index} className="property-field" style={{ marginBottom: '0' }}>
<label className="property-label" style={{ minWidth: '50px' }}>
{labelsCN[index]} ({labels[index]})
</label>
<input
type="number"
value={value}
onChange={(e) => handleSliceChange(index, parseInt(e.target.value) || 0)}
min={0}
max={imageSize ? (index % 2 === 0 ? imageSize.height : imageSize.width) : 9999}
className="property-input property-input-number"
style={{ width: '60px' }}
/>
</div>
))}
</div>
</div>
);
}
export function AssetFileInspector({ fileInfo, content, isImage }: AssetFileInspectorProps) {
const IconComponent = fileInfo.isDirectory ? Folder : isImage ? ImageIcon : FileIcon;
const iconColor = fileInfo.isDirectory ? '#dcb67a' : isImage ? '#a78bfa' : '#90caf9';
@@ -60,6 +220,10 @@ export function AssetFileInspector({ fileInfo, content, isImage }: AssetFileInsp
const [detectedType, setDetectedType] = useState<string | null>(null);
const [isUpdating, setIsUpdating] = useState(false);
// State for sprite settings (nine-patch borders)
// 精灵设置状态(九宫格边框)
const [spriteSettings, setSpriteSettings] = useState<ISpriteSettings | undefined>(undefined);
// Load meta info and available loader types
useEffect(() => {
if (fileInfo.isDirectory) return;
@@ -76,6 +240,14 @@ export function AssetFileInspector({ fileInfo, content, isImage }: AssetFileInsp
setCurrentLoaderType(meta.loaderType || null);
setDetectedType(meta.type);
// Get sprite settings from meta (for texture assets)
// 从 meta 获取精灵设置(用于纹理资源)
if (meta.importSettings?.spriteSettings) {
setSpriteSettings(meta.importSettings.spriteSettings as ISpriteSettings);
} else {
setSpriteSettings(undefined);
}
// Get available loader types from assetManager
const assetManager = EngineService.getInstance().getAssetManager();
const loaderFactory = assetManager?.getLoaderFactory();
@@ -117,6 +289,39 @@ export function AssetFileInspector({ fileInfo, content, isImage }: AssetFileInsp
}
}, [fileInfo.path, fileInfo.name, fileInfo.isDirectory, isUpdating]);
// Handle sprite settings change
// 处理精灵设置更改
const handleSpriteSettingsChange = useCallback(async (newSettings: ISpriteSettings) => {
if (fileInfo.isDirectory || isUpdating) return;
setIsUpdating(true);
try {
const assetRegistry = Core.services.tryResolve(AssetRegistryService) as AssetRegistryService | null;
if (!assetRegistry?.isReady) return;
const metaManager = assetRegistry.metaManager;
const meta = await metaManager.getOrCreateMeta(fileInfo.path);
// Update meta with new sprite settings
// 使用新的精灵设置更新 meta
const updatedImportSettings = {
...meta.importSettings,
spriteSettings: newSettings
};
await metaManager.updateMeta(fileInfo.path, {
importSettings: updatedImportSettings
});
setSpriteSettings(newSettings);
console.log(`[AssetFileInspector] Updated sprite settings for ${fileInfo.name}:`, newSettings);
} catch (error) {
console.error('Failed to update sprite settings:', error);
} finally {
setIsUpdating(false);
}
}, [fileInfo.path, fileInfo.name, fileInfo.isDirectory, isUpdating]);
return (
<div className="entity-inspector">
<div className="inspector-header">
@@ -228,6 +433,23 @@ export function AssetFileInspector({ fileInfo, content, isImage }: AssetFileInsp
</div>
)}
{/* Sprite Settings Section - only for image files */}
{/* 精灵设置部分 - 仅用于图像文件 */}
{isImage && (
<div className="inspector-section">
<div className="section-title">
<Grid3X3 size={14} style={{ verticalAlign: 'middle', marginRight: '4px' }} />
(Nine-Patch)
</div>
<SpriteSettingsEditor
filePath={fileInfo.path}
imageSrc={convertFileSrc(fileInfo.path)}
initialSettings={spriteSettings}
onSettingsChange={handleSpriteSettingsChange}
/>
</div>
)}
{content && (
<div className="inspector-section code-preview-section">
<div className="section-title"></div>