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:
@@ -879,11 +879,10 @@ export class GameRuntime {
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* Save scene snapshot
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*
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* 使用二进制格式提升序列化性能,并支持 EntityRef 的正确序列化。
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* 在保存前清除纹理缓存,确保恢复时能够从干净状态重新加载纹理。
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* 使用路径稳定 ID 后,不再需要清除纹理缓存。
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*
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* Uses binary format for better serialization performance and supports proper
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* EntityRef serialization. Clears texture cache before saving to ensure
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* clean reload on restore.
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* EntityRef serialization. With path-stable IDs, no need to clear texture cache.
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*
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* @param options 可选配置
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* @param options.useJson 是否使用 JSON 格式(用于调试),默认 false 使用二进制
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@@ -895,13 +894,10 @@ export class GameRuntime {
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}
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try {
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// 清除所有纹理缓存(确保恢复时重新加载)
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// Clear all texture caches (ensures reload on restore)
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// clearTextureMappings() 内部会同时清除 Rust 层和 JS 层的纹理缓存
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// clearTextureMappings() internally clears both Rust and JS layer texture caches
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if (this._engineIntegration) {
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this._engineIntegration.clearTextureMappings();
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}
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// 使用路径稳定 ID 后,不再清除纹理缓存
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// 组件保存的 textureId 在 Play/Stop 后仍然有效
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// With path-stable IDs, no longer clear texture cache
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// Component's saved textureId remains valid after Play/Stop
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// 使用二进制格式提升性能(默认)或 JSON 用于调试
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// Use binary format for performance (default) or JSON for debugging
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@@ -927,9 +923,15 @@ export class GameRuntime {
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* 1. 创建所有实体和组件
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* 2. 解析所有 EntityRef 引用
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*
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* 使用路径稳定 ID 后,不再需要清除纹理缓存。
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* 组件保存的 textureId 在恢复后仍然有效。
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*
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* Uses two-phase deserialization to ensure EntityRef references are properly restored:
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* 1. Create all entities and components
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* 2. Resolve all EntityRef references
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*
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* With path-stable IDs, no need to clear texture cache.
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* Component's saved textureId remains valid after restore.
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*/
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async restoreSceneSnapshot(): Promise<boolean> {
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if (!this._scene || !this._sceneSnapshot) {
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@@ -938,19 +940,17 @@ export class GameRuntime {
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}
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try {
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// 清除缓存
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// 清除 Tilemap 缓存(Tilemap 使用独立的缓存机制)
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// Clear Tilemap cache (Tilemap uses its own cache mechanism)
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const tilemapSystem = this._systemContext?.services.get(TilemapSystemToken);
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if (tilemapSystem) {
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tilemapSystem.clearCache?.();
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}
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// 清除所有纹理并重置状态(修复 Play/Stop 后纹理 ID 混乱的问题)
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// Clear all textures and reset state (fixes texture ID confusion after Play/Stop)
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// clearTextureMappings() 内部会同时清除 Rust 层和 JS 层的纹理缓存
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// clearTextureMappings() internally clears both Rust and JS layer texture caches
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if (this._engineIntegration) {
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this._engineIntegration.clearTextureMappings();
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}
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// 使用路径稳定 ID 后,不再清除纹理缓存
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// 组件保存的 textureId 在 Play/Stop 后仍然有效
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// With path-stable IDs, no longer clear texture cache
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// Component's saved textureId remains valid after Play/Stop
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// 反序列化场景(SceneSerializer 内部使用 SerializationContext 处理 EntityRef)
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// Deserialize scene (SceneSerializer internally uses SerializationContext for EntityRef)
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@@ -3,7 +3,7 @@
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* 运行时插件管理器
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*/
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import { ComponentRegistry, ServiceContainer } from '@esengine/ecs-framework';
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import { GlobalComponentRegistry, ServiceContainer } from '@esengine/ecs-framework';
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import type { IScene } from '@esengine/ecs-framework';
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import type { IRuntimePlugin, IRuntimeModule, SystemContext, ModuleManifest } from '@esengine/engine-core';
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@@ -60,7 +60,7 @@ export class RuntimePluginManager {
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const mod = plugin.runtimeModule;
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if (mod?.registerComponents) {
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try {
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mod.registerComponents(ComponentRegistry);
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mod.registerComponents(GlobalComponentRegistry);
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} catch (e) {
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console.error(`[PluginManager] Failed to register components for ${id}:`, e);
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}
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@@ -73,6 +73,16 @@ export {
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type BrowserFileSystemOptions
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} from './services/BrowserFileSystemService';
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// Runtime Scene Manager
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export {
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RuntimeSceneManager,
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RuntimeSceneManagerToken,
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type IRuntimeSceneManager,
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type SceneInfo,
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type SceneLoadOptions,
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type SceneLoader
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} from './services/RuntimeSceneManager';
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// Re-export catalog types from asset-system (canonical source)
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// 从 asset-system 重新导出目录类型(规范来源)
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export type {
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391
packages/runtime-core/src/services/RuntimeSceneManager.ts
Normal file
391
packages/runtime-core/src/services/RuntimeSceneManager.ts
Normal file
@@ -0,0 +1,391 @@
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/**
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* 运行时场景管理器
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* Runtime Scene Manager
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*
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* 提供场景加载和切换 API,供用户脚本使用
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* Provides scene loading and transition API for user scripts
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*
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* @example
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* ```typescript
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* // 在用户脚本中获取场景管理器
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* // Get scene manager in user script
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* const sceneManager = services.get(RuntimeSceneManagerToken);
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*
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* // 加载场景(按名称)
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* // Load scene by name
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* await sceneManager.loadScene('GameScene');
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*
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* // 加载场景(按路径)
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* // Load scene by path
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* await sceneManager.loadSceneByPath('./scenes/Level1.ecs');
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* ```
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*/
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import { createServiceToken } from '@esengine/ecs-framework';
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/**
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* 场景信息
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* Scene info
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*/
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export interface SceneInfo {
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/** 场景名称 | Scene name */
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name: string;
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/** 场景路径(相对于构建输出目录)| Scene path (relative to build output) */
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path: string;
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}
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/**
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* 场景加载选项
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* Scene load options
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*/
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export interface SceneLoadOptions {
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/**
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* 是否显示加载界面
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* Whether to show loading screen
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*/
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showLoading?: boolean;
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/**
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* 过渡效果类型
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* Transition effect type
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*/
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transition?: 'none' | 'fade' | 'slide';
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/**
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* 过渡持续时间(毫秒)
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* Transition duration in milliseconds
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*/
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transitionDuration?: number;
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}
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/**
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* 场景加载器函数类型
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* Scene loader function type
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*/
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export type SceneLoader = (url: string) => Promise<void>;
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/**
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* 运行时场景管理器接口
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* Runtime Scene Manager Interface
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*
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* 继承 IService 的 dispose 模式以兼容 ServiceContainer。
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* Follows IService dispose pattern for ServiceContainer compatibility.
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*/
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export interface IRuntimeSceneManager {
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/**
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* 获取当前场景名称
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* Get current scene name
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*/
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readonly currentSceneName: string | null;
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/**
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* 获取可用场景列表
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* Get available scene list
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*/
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readonly availableScenes: readonly SceneInfo[];
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/**
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* 是否正在加载场景
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* Whether a scene is currently loading
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*/
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readonly isLoading: boolean;
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/**
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* 注册可用场景
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* Register available scenes
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*/
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registerScenes(scenes: SceneInfo[]): void;
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/**
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* 按名称加载场景
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* Load scene by name
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*/
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loadScene(sceneName: string, options?: SceneLoadOptions): Promise<void>;
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/**
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* 按路径加载场景
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* Load scene by path
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*/
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loadSceneByPath(path: string, options?: SceneLoadOptions): Promise<void>;
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/**
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* 重新加载当前场景
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* Reload current scene
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*/
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reloadCurrentScene(options?: SceneLoadOptions): Promise<void>;
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/**
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* 添加场景加载开始监听器
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* Add scene load start listener
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*/
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onLoadStart(callback: (sceneName: string) => void): () => void;
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/**
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* 添加场景加载完成监听器
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* Add scene load complete listener
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*/
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onLoadComplete(callback: (sceneName: string) => void): () => void;
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/**
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* 添加场景加载错误监听器
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* Add scene load error listener
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*/
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onLoadError(callback: (error: Error, sceneName: string) => void): () => void;
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/**
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* 释放资源(IService 兼容)
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* Dispose resources (IService compatible)
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*/
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dispose(): void;
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}
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/**
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* 运行时场景管理器服务令牌
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* Runtime Scene Manager Service Token
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*/
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export const RuntimeSceneManagerToken = createServiceToken<IRuntimeSceneManager>('runtimeSceneManager');
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/**
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* 运行时场景管理器实现
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* Runtime Scene Manager Implementation
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*
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* 实现 IService 接口以兼容 ServiceContainer。
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* Implements IService for ServiceContainer compatibility.
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*/
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export class RuntimeSceneManager implements IRuntimeSceneManager {
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private _scenes = new Map<string, SceneInfo>();
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private _currentSceneName: string | null = null;
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private _currentScenePath: string | null = null;
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private _isLoading = false;
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private _sceneLoader: SceneLoader | null = null;
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private _baseUrl: string;
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private _disposed = false;
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// 事件监听器 | Event listeners
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private _loadStartListeners = new Set<(sceneName: string) => void>();
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private _loadCompleteListeners = new Set<(sceneName: string) => void>();
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private _loadErrorListeners = new Set<(error: Error, sceneName: string) => void>();
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/**
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* 创建运行时场景管理器
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* Create runtime scene manager
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*
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* @param sceneLoader 场景加载函数 | Scene loader function
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* @param baseUrl 场景文件基础 URL | Scene files base URL
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*/
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constructor(sceneLoader: SceneLoader, baseUrl: string = './scenes') {
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this._sceneLoader = sceneLoader;
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this._baseUrl = baseUrl;
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}
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get currentSceneName(): string | null {
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return this._currentSceneName;
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}
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get availableScenes(): readonly SceneInfo[] {
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return Array.from(this._scenes.values());
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}
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get isLoading(): boolean {
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return this._isLoading;
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}
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/**
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* 设置场景加载器
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* Set scene loader
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*/
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setSceneLoader(loader: SceneLoader): void {
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this._sceneLoader = loader;
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}
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/**
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* 设置基础 URL
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* Set base URL
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*/
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setBaseUrl(baseUrl: string): void {
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this._baseUrl = baseUrl;
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}
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registerScenes(scenes: SceneInfo[]): void {
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for (const scene of scenes) {
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this._scenes.set(scene.name, scene);
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}
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}
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/**
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* 从目录或配置自动发现场景
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* Auto-discover scenes from catalog or config
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*/
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registerScenesFromCatalog(
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catalog: { scenes?: Array<{ name: string; path: string }> }
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): void {
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if (catalog.scenes) {
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this.registerScenes(catalog.scenes);
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}
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}
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async loadScene(sceneName: string, options?: SceneLoadOptions): Promise<void> {
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const sceneInfo = this._scenes.get(sceneName);
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if (!sceneInfo) {
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// 尝试使用场景名作为路径
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// Try using scene name as path
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const guessedPath = `${this._baseUrl}/${sceneName}.ecs`;
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return this.loadSceneByPath(guessedPath, options);
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}
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return this.loadSceneByPath(sceneInfo.path, options);
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}
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async loadSceneByPath(path: string, options?: SceneLoadOptions): Promise<void> {
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if (!this._sceneLoader) {
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throw new Error('[RuntimeSceneManager] Scene loader not set');
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}
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if (this._isLoading) {
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console.warn('[RuntimeSceneManager] Scene is already loading, ignoring request');
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return;
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}
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// 构建完整 URL | Build full URL
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||||
// Check if path is already absolute (http, relative ./, Unix /, or Windows drive letter)
|
||||
// 检查路径是否已经是绝对路径(http、相对 ./、Unix /、或 Windows 驱动器号)
|
||||
let fullPath = path;
|
||||
const isAbsolutePath = path.startsWith('http') ||
|
||||
path.startsWith('./') ||
|
||||
path.startsWith('/') ||
|
||||
(path.length > 1 && path[1] === ':'); // Windows absolute path like C:\ or F:\
|
||||
|
||||
if (!isAbsolutePath) {
|
||||
fullPath = `${this._baseUrl}/${path}`;
|
||||
}
|
||||
|
||||
// 提取场景名称 | Extract scene name
|
||||
const sceneName = this._extractSceneName(path);
|
||||
|
||||
this._isLoading = true;
|
||||
this._notifyLoadStart(sceneName);
|
||||
|
||||
try {
|
||||
// TODO: 实现过渡效果 | TODO: Implement transition effects
|
||||
// if (options?.transition && options.transition !== 'none') {
|
||||
// await this._startTransition(options.transition, options.transitionDuration);
|
||||
// }
|
||||
|
||||
await this._sceneLoader(fullPath);
|
||||
|
||||
this._currentSceneName = sceneName;
|
||||
this._currentScenePath = fullPath;
|
||||
this._isLoading = false;
|
||||
|
||||
this._notifyLoadComplete(sceneName);
|
||||
|
||||
console.log(`[RuntimeSceneManager] Scene loaded: ${sceneName}`);
|
||||
} catch (error) {
|
||||
this._isLoading = false;
|
||||
const err = error instanceof Error ? error : new Error(String(error));
|
||||
this._notifyLoadError(err, sceneName);
|
||||
throw err;
|
||||
}
|
||||
}
|
||||
|
||||
async reloadCurrentScene(options?: SceneLoadOptions): Promise<void> {
|
||||
if (!this._currentScenePath) {
|
||||
throw new Error('[RuntimeSceneManager] No current scene to reload');
|
||||
}
|
||||
|
||||
return this.loadSceneByPath(this._currentScenePath, options);
|
||||
}
|
||||
|
||||
onLoadStart(callback: (sceneName: string) => void): () => void {
|
||||
this._loadStartListeners.add(callback);
|
||||
return () => this._loadStartListeners.delete(callback);
|
||||
}
|
||||
|
||||
onLoadComplete(callback: (sceneName: string) => void): () => void {
|
||||
this._loadCompleteListeners.add(callback);
|
||||
return () => this._loadCompleteListeners.delete(callback);
|
||||
}
|
||||
|
||||
onLoadError(callback: (error: Error, sceneName: string) => void): () => void {
|
||||
this._loadErrorListeners.add(callback);
|
||||
return () => this._loadErrorListeners.delete(callback);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查场景是否已注册
|
||||
* Check if scene is registered
|
||||
*/
|
||||
hasScene(sceneName: string): boolean {
|
||||
return this._scenes.has(sceneName);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取场景路径
|
||||
* Get scene path
|
||||
*/
|
||||
getScenePath(sceneName: string): string | null {
|
||||
return this._scenes.get(sceneName)?.path ?? null;
|
||||
}
|
||||
|
||||
// ==================== 私有方法 | Private Methods ====================
|
||||
|
||||
private _extractSceneName(path: string): string {
|
||||
// 从路径中提取场景名称 | Extract scene name from path
|
||||
// ./scenes/Level1.ecs -> Level1
|
||||
// scenes/GameScene.ecs -> GameScene
|
||||
const fileName = path.split('/').pop() || path;
|
||||
return fileName.replace(/\.ecs$/, '');
|
||||
}
|
||||
|
||||
private _notifyLoadStart(sceneName: string): void {
|
||||
for (const listener of this._loadStartListeners) {
|
||||
try {
|
||||
listener(sceneName);
|
||||
} catch (e) {
|
||||
console.error('[RuntimeSceneManager] Error in load start listener:', e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _notifyLoadComplete(sceneName: string): void {
|
||||
for (const listener of this._loadCompleteListeners) {
|
||||
try {
|
||||
listener(sceneName);
|
||||
} catch (e) {
|
||||
console.error('[RuntimeSceneManager] Error in load complete listener:', e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _notifyLoadError(error: Error, sceneName: string): void {
|
||||
for (const listener of this._loadErrorListeners) {
|
||||
try {
|
||||
listener(error, sceneName);
|
||||
} catch (e) {
|
||||
console.error('[RuntimeSceneManager] Error in load error listener:', e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== IService 实现 | IService Implementation ====================
|
||||
|
||||
/**
|
||||
* 释放资源
|
||||
* Dispose resources
|
||||
*
|
||||
* 实现 IService 接口,清理所有监听器和状态。
|
||||
* Implements IService interface, cleans up all listeners and state.
|
||||
*/
|
||||
dispose(): void {
|
||||
if (this._disposed) return;
|
||||
|
||||
this._loadStartListeners.clear();
|
||||
this._loadCompleteListeners.clear();
|
||||
this._loadErrorListeners.clear();
|
||||
this._scenes.clear();
|
||||
this._sceneLoader = null;
|
||||
this._currentSceneName = null;
|
||||
this._currentScenePath = null;
|
||||
this._disposed = true;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user