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@esengine/
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@esengine/
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@@ -228,6 +228,7 @@ If you want a complete engine solution with rendering:
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A visual editor built with Tauri for scene management:
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- Download from [Releases](https://github.com/esengine/esengine/releases)
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- [Build from source](./packages/editor/editor-app/README.md)
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- Supports behavior tree editing, tilemap painting, visual scripting
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## Project Structure
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@@ -281,6 +282,7 @@ pnpm test
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- [ECS Framework Guide](./packages/framework/core/README.md)
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- [Behavior Tree Guide](./packages/framework/behavior-tree/README.md)
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- [Editor Setup Guide](./packages/editor/editor-app/README.md) ([中文](./packages/editor/editor-app/README_CN.md))
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- [API Reference](https://esengine.cn/api/README)
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## Community
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@@ -228,6 +228,7 @@ npm install @esengine/world-streaming # 世界流送
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基于 Tauri 构建的可视化编辑器:
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- 从 [Releases](https://github.com/esengine/esengine/releases) 下载
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- [从源码构建](./packages/editor/editor-app/README.md)
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- 支持行为树编辑、Tilemap 绘制、可视化脚本
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## 项目结构
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@@ -281,6 +282,7 @@ pnpm test
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- [ECS 框架指南](./packages/framework/core/README.md)
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- [行为树指南](./packages/framework/behavior-tree/README.md)
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- [编辑器启动指南](./packages/editor/editor-app/README_CN.md) ([English](./packages/editor/editor-app/README.md))
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- [API 参考](https://esengine.cn/api/README)
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## 社区
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@@ -71,6 +71,55 @@ class ConfiguredScene extends Scene {
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}
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```
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## Runtime Environment
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For networked games, you can configure the runtime environment to distinguish between server and client logic.
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### Global Configuration (Recommended)
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Set the runtime environment once at the Core level - all Scenes will inherit this setting:
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```typescript
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import { Core } from '@esengine/ecs-framework';
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// Method 1: Set in Core.create()
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Core.create({ runtimeEnvironment: 'server' });
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// Method 2: Set static property directly
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Core.runtimeEnvironment = 'server';
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```
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### Per-Scene Override
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Individual scenes can override the global setting:
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```typescript
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const clientScene = new Scene({ runtimeEnvironment: 'client' });
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```
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### Environment Types
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| Environment | Use Case |
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|-------------|----------|
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| `'standalone'` | Single-player games (default) |
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| `'server'` | Game server, authoritative logic |
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| `'client'` | Game client, rendering/input |
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### Checking Environment in Systems
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```typescript
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class CollectibleSpawnSystem extends EntitySystem {
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private checkCollections(): void {
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// Skip on client - only server handles authoritative logic
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if (!this.scene.isServer) return;
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// Server-authoritative spawn logic...
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}
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}
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```
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See [System Runtime Decorators](/en/guide/system/index#runtime-environment-decorators) for decorator-based approach.
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### Running a Scene
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```typescript
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@@ -160,6 +160,53 @@ scene.addSystem(new SystemA()); // addOrder = 0, executes first
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scene.addSystem(new SystemB()); // addOrder = 1, executes second
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```
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## Runtime Environment Decorators
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For networked games, you can use decorators to control which environment a system method runs in.
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### Available Decorators
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| Decorator | Effect |
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|-----------|--------|
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| `@ServerOnly()` | Method only executes on server |
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| `@ClientOnly()` | Method only executes on client |
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| `@NotServer()` | Method skipped on server |
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| `@NotClient()` | Method skipped on client |
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### Usage Example
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```typescript
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import { EntitySystem, ServerOnly, ClientOnly } from '@esengine/ecs-framework';
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class GameSystem extends EntitySystem {
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@ServerOnly()
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private spawnEnemies(): void {
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// Only runs on server - authoritative spawn logic
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}
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@ClientOnly()
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private playEffects(): void {
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// Only runs on client - visual effects
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}
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}
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```
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### Simple Conditional Check
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For simple cases, a direct check is often clearer than decorators:
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```typescript
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class CollectibleSystem extends EntitySystem {
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private checkCollections(): void {
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if (!this.scene.isServer) return; // Skip on client
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// Server-authoritative logic...
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}
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}
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```
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See [Scene Runtime Environment](/en/guide/scene/index#runtime-environment) for configuration details.
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## Next Steps
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- [System Types](/en/guide/system/types) - Learn about different system base classes
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@@ -3,6 +3,102 @@ title: "State Sync"
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description: "Component sync, interpolation, prediction and snapshot buffers"
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---
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## @NetworkEntity Decorator
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The `@NetworkEntity` decorator marks components for automatic spawn/despawn broadcasting. When an entity containing this component is created or destroyed, ECSRoom automatically broadcasts the corresponding message to all clients.
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### Basic Usage
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```typescript
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import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
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@ECSComponent('Enemy')
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@NetworkEntity('Enemy')
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class EnemyComponent extends Component {
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@sync('float32') x: number = 0;
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@sync('float32') y: number = 0;
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@sync('uint16') health: number = 100;
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}
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```
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When adding this component to an entity, ECSRoom automatically broadcasts the spawn message:
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```typescript
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// Server-side
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const entity = scene.createEntity('Enemy');
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entity.addComponent(new EnemyComponent()); // Auto-broadcasts spawn
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// Destroying auto-broadcasts despawn
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entity.destroy(); // Auto-broadcasts despawn
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```
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### Configuration Options
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```typescript
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@NetworkEntity('Bullet', {
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autoSpawn: true, // Auto-broadcast spawn (default true)
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autoDespawn: false // Disable auto-broadcast despawn
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})
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class BulletComponent extends Component { }
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```
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| Option | Type | Default | Description |
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|--------|------|---------|-------------|
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| `autoSpawn` | `boolean` | `true` | Auto-broadcast spawn when component is added |
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| `autoDespawn` | `boolean` | `true` | Auto-broadcast despawn when entity is destroyed |
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### Initialization Order
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When using `@NetworkEntity`, initialize data **before** adding the component:
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```typescript
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// ✅ Correct: Initialize first, then add
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const comp = new PlayerComponent();
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comp.playerId = player.id;
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comp.x = 100;
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comp.y = 200;
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entity.addComponent(comp); // Data is correct at spawn
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// ❌ Wrong: Add first, then initialize
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const comp = entity.addComponent(new PlayerComponent());
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comp.playerId = player.id; // Data has default values at spawn
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```
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### Simplified GameRoom
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With `@NetworkEntity`, GameRoom becomes much cleaner:
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```typescript
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// No manual callbacks needed
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class GameRoom extends ECSRoom {
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private setupSystems(): void {
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// Enemy spawn system (auto-broadcasts spawn)
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this.addSystem(new EnemySpawnSystem());
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// Enemy AI system
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const enemyAI = new EnemyAISystem();
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enemyAI.onDeath((enemy) => {
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enemy.destroy(); // Auto-broadcasts despawn
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});
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this.addSystem(enemyAI);
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}
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}
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```
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### ECSRoom Configuration
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You can disable the auto network entity feature in ECSRoom:
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```typescript
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class GameRoom extends ECSRoom {
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constructor() {
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super({
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enableAutoNetworkEntity: false // Disable auto-broadcasting
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});
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}
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}
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```
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## Component Sync System
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ECS component state synchronization based on `@sync` decorator.
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@@ -71,6 +71,55 @@ class ConfiguredScene extends Scene {
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}
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```
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## 运行时环境
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对于网络游戏,你可以配置运行时环境来区分服务端和客户端逻辑。
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### 全局配置(推荐)
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在 Core 层级设置一次运行时环境,所有场景都会继承此设置:
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```typescript
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import { Core } from '@esengine/ecs-framework';
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// 方式1:在 Core.create() 中设置
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Core.create({ runtimeEnvironment: 'server' });
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// 方式2:直接设置静态属性
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Core.runtimeEnvironment = 'server';
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```
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### 单个场景覆盖
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个别场景可以覆盖全局设置:
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```typescript
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const clientScene = new Scene({ runtimeEnvironment: 'client' });
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```
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### 环境类型
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| 环境 | 使用场景 |
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|------|----------|
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| `'standalone'` | 单机游戏(默认) |
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| `'server'` | 游戏服务器,权威逻辑 |
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| `'client'` | 游戏客户端,渲染/输入 |
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### 在系统中检查环境
|
||||
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```typescript
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class CollectibleSpawnSystem extends EntitySystem {
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private checkCollections(): void {
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// 客户端跳过 - 只有服务端处理权威逻辑
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if (!this.scene.isServer) return;
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// 服务端权威生成逻辑...
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||||
}
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}
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```
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参见 [系统运行时装饰器](/guide/system/index#运行时环境装饰器) 了解基于装饰器的方式。
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### 运行场景
|
||||
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```typescript
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@@ -160,6 +160,53 @@ scene.addSystem(new SystemA()); // addOrder = 0,先执行
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scene.addSystem(new SystemB()); // addOrder = 1,后执行
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```
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## 运行时环境装饰器
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对于网络游戏,你可以使用装饰器来控制系统方法在哪个环境下执行。
|
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### 可用装饰器
|
||||
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||||
| 装饰器 | 效果 |
|
||||
|--------|------|
|
||||
| `@ServerOnly()` | 方法仅在服务端执行 |
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| `@ClientOnly()` | 方法仅在客户端执行 |
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| `@NotServer()` | 方法在服务端跳过 |
|
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| `@NotClient()` | 方法在客户端跳过 |
|
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|
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### 使用示例
|
||||
|
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```typescript
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import { EntitySystem, ServerOnly, ClientOnly } from '@esengine/ecs-framework';
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class GameSystem extends EntitySystem {
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@ServerOnly()
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private spawnEnemies(): void {
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// 仅在服务端运行 - 权威生成逻辑
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}
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@ClientOnly()
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private playEffects(): void {
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// 仅在客户端运行 - 视觉效果
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}
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}
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```
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### 简单条件检查
|
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|
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对于简单场景,直接检查通常比装饰器更清晰:
|
||||
|
||||
```typescript
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class CollectibleSystem extends EntitySystem {
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private checkCollections(): void {
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if (!this.scene.isServer) return; // 客户端跳过
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||||
|
||||
// 服务端权威逻辑...
|
||||
}
|
||||
}
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```
|
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|
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参见 [场景运行时环境](/guide/scene/index#运行时环境) 了解配置详情。
|
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|
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## 下一步
|
||||
|
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- [系统类型](/guide/system/types) - 了解不同类型的系统基类
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|
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@@ -3,6 +3,102 @@ title: "状态同步"
|
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description: "组件同步、插值、预测和快照缓冲区"
|
||||
---
|
||||
|
||||
## @NetworkEntity 装饰器
|
||||
|
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`@NetworkEntity` 装饰器用于标记需要自动广播生成/销毁的组件。当包含此组件的实体被创建或销毁时,ECSRoom 会自动广播相应的消息给所有客户端。
|
||||
|
||||
### 基本用法
|
||||
|
||||
```typescript
|
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import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Enemy')
|
||||
@NetworkEntity('Enemy')
|
||||
class EnemyComponent extends Component {
|
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@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
@sync('uint16') health: number = 100;
|
||||
}
|
||||
```
|
||||
|
||||
当添加此组件到实体时,ECSRoom 会自动广播 spawn 消息:
|
||||
|
||||
```typescript
|
||||
// 服务端
|
||||
const entity = scene.createEntity('Enemy');
|
||||
entity.addComponent(new EnemyComponent()); // 自动广播 spawn
|
||||
|
||||
// 销毁时自动广播 despawn
|
||||
entity.destroy(); // 自动广播 despawn
|
||||
```
|
||||
|
||||
### 配置选项
|
||||
|
||||
```typescript
|
||||
@NetworkEntity('Bullet', {
|
||||
autoSpawn: true, // 自动广播生成(默认 true)
|
||||
autoDespawn: false // 禁用自动广播销毁
|
||||
})
|
||||
class BulletComponent extends Component { }
|
||||
```
|
||||
|
||||
| 选项 | 类型 | 默认值 | 描述 |
|
||||
|------|------|--------|------|
|
||||
| `autoSpawn` | `boolean` | `true` | 添加组件时自动广播 spawn |
|
||||
| `autoDespawn` | `boolean` | `true` | 销毁实体时自动广播 despawn |
|
||||
|
||||
### 初始化顺序
|
||||
|
||||
使用 `@NetworkEntity` 时,应在添加组件**之前**初始化数据:
|
||||
|
||||
```typescript
|
||||
// ✅ 正确:先初始化,再添加
|
||||
const comp = new PlayerComponent();
|
||||
comp.playerId = player.id;
|
||||
comp.x = 100;
|
||||
comp.y = 200;
|
||||
entity.addComponent(comp); // spawn 时数据已正确
|
||||
|
||||
// ❌ 错误:先添加,再初始化
|
||||
const comp = entity.addComponent(new PlayerComponent());
|
||||
comp.playerId = player.id; // spawn 时数据是默认值
|
||||
```
|
||||
|
||||
### 简化 GameRoom
|
||||
|
||||
使用 `@NetworkEntity` 后,GameRoom 变得更加简洁:
|
||||
|
||||
```typescript
|
||||
// 无需手动回调
|
||||
class GameRoom extends ECSRoom {
|
||||
private setupSystems(): void {
|
||||
// 敌人生成系统(自动广播 spawn)
|
||||
this.addSystem(new EnemySpawnSystem());
|
||||
|
||||
// 敌人 AI 系统
|
||||
const enemyAI = new EnemyAISystem();
|
||||
enemyAI.onDeath((enemy) => {
|
||||
enemy.destroy(); // 自动广播 despawn
|
||||
});
|
||||
this.addSystem(enemyAI);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### ECSRoom 配置
|
||||
|
||||
可以在 ECSRoom 中禁用自动网络实体功能:
|
||||
|
||||
```typescript
|
||||
class GameRoom extends ECSRoom {
|
||||
constructor() {
|
||||
super({
|
||||
enableAutoNetworkEntity: false // 禁用自动广播
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 组件同步系统
|
||||
|
||||
基于 `@sync` 装饰器的 ECS 组件状态同步。
|
||||
|
||||
Submodule examples/lawn-mower-demo updated: 5a4976b192...6c5d682f3a
86
packages/editor/editor-app/README.md
Normal file
86
packages/editor/editor-app/README.md
Normal file
@@ -0,0 +1,86 @@
|
||||
# ESEngine Editor
|
||||
|
||||
A cross-platform desktop visual editor built with Tauri 2.x + React 18.
|
||||
|
||||
## Prerequisites
|
||||
|
||||
Before running the editor, ensure you have the following installed:
|
||||
|
||||
- **Node.js** >= 18.x
|
||||
- **pnpm** >= 10.x
|
||||
- **Rust** >= 1.70 (for Tauri)
|
||||
- **Platform-specific dependencies**:
|
||||
- **Windows**: Microsoft Visual Studio C++ Build Tools
|
||||
- **macOS**: Xcode Command Line Tools (`xcode-select --install`)
|
||||
- **Linux**: See [Tauri prerequisites](https://tauri.app/v1/guides/getting-started/prerequisites)
|
||||
|
||||
## Quick Start
|
||||
|
||||
### 1. Clone and Install
|
||||
|
||||
```bash
|
||||
git clone https://github.com/esengine/esengine.git
|
||||
cd esengine
|
||||
pnpm install
|
||||
```
|
||||
|
||||
### 2. Build Dependencies
|
||||
|
||||
From the project root:
|
||||
|
||||
```bash
|
||||
pnpm build:editor
|
||||
```
|
||||
|
||||
### 3. Run Editor
|
||||
|
||||
```bash
|
||||
cd packages/editor/editor-app
|
||||
pnpm tauri:dev
|
||||
```
|
||||
|
||||
## Available Scripts
|
||||
|
||||
| Script | Description |
|
||||
|--------|-------------|
|
||||
| `pnpm tauri:dev` | Run editor in development mode with hot-reload |
|
||||
| `pnpm tauri:build` | Build production application |
|
||||
| `pnpm build:sdk` | Build editor-runtime SDK |
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
editor-app/
|
||||
├── src/ # React application source
|
||||
│ ├── components/ # UI components
|
||||
│ ├── panels/ # Editor panels
|
||||
│ └── services/ # Core services
|
||||
├── src-tauri/ # Tauri (Rust) backend
|
||||
├── public/ # Static assets
|
||||
└── scripts/ # Build scripts
|
||||
```
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Build Errors
|
||||
|
||||
```bash
|
||||
pnpm clean
|
||||
pnpm install
|
||||
pnpm build:editor
|
||||
```
|
||||
|
||||
### Rust/Tauri Errors
|
||||
|
||||
```bash
|
||||
rustup update
|
||||
```
|
||||
|
||||
## Documentation
|
||||
|
||||
- [ESEngine Documentation](https://esengine.cn/)
|
||||
- [Tauri Documentation](https://tauri.app/)
|
||||
|
||||
## License
|
||||
|
||||
MIT License
|
||||
86
packages/editor/editor-app/README_CN.md
Normal file
86
packages/editor/editor-app/README_CN.md
Normal file
@@ -0,0 +1,86 @@
|
||||
# ESEngine 编辑器
|
||||
|
||||
基于 Tauri 2.x + React 18 构建的跨平台桌面可视化编辑器。
|
||||
|
||||
## 环境要求
|
||||
|
||||
运行编辑器前,请确保已安装以下环境:
|
||||
|
||||
- **Node.js** >= 18.x
|
||||
- **pnpm** >= 10.x
|
||||
- **Rust** >= 1.70 (Tauri 需要)
|
||||
- **平台相关依赖**:
|
||||
- **Windows**: Microsoft Visual Studio C++ Build Tools
|
||||
- **macOS**: Xcode Command Line Tools (`xcode-select --install`)
|
||||
- **Linux**: 参考 [Tauri 环境配置](https://tauri.app/v1/guides/getting-started/prerequisites)
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 1. 克隆并安装
|
||||
|
||||
```bash
|
||||
git clone https://github.com/esengine/esengine.git
|
||||
cd esengine
|
||||
pnpm install
|
||||
```
|
||||
|
||||
### 2. 构建依赖
|
||||
|
||||
在项目根目录执行:
|
||||
|
||||
```bash
|
||||
pnpm build:editor
|
||||
```
|
||||
|
||||
### 3. 启动编辑器
|
||||
|
||||
```bash
|
||||
cd packages/editor/editor-app
|
||||
pnpm tauri:dev
|
||||
```
|
||||
|
||||
## 可用脚本
|
||||
|
||||
| 脚本 | 说明 |
|
||||
|------|------|
|
||||
| `pnpm tauri:dev` | 开发模式运行编辑器(支持热重载)|
|
||||
| `pnpm tauri:build` | 构建生产版本应用 |
|
||||
| `pnpm build:sdk` | 构建 editor-runtime SDK |
|
||||
|
||||
## 项目结构
|
||||
|
||||
```
|
||||
editor-app/
|
||||
├── src/ # React 应用源码
|
||||
│ ├── components/ # UI 组件
|
||||
│ ├── panels/ # 编辑器面板
|
||||
│ └── services/ # 核心服务
|
||||
├── src-tauri/ # Tauri (Rust) 后端
|
||||
├── public/ # 静态资源
|
||||
└── scripts/ # 构建脚本
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### 构建错误
|
||||
|
||||
```bash
|
||||
pnpm clean
|
||||
pnpm install
|
||||
pnpm build:editor
|
||||
```
|
||||
|
||||
### Rust/Tauri 错误
|
||||
|
||||
```bash
|
||||
rustup update
|
||||
```
|
||||
|
||||
## 文档
|
||||
|
||||
- [ESEngine 文档](https://esengine.cn/)
|
||||
- [Tauri 文档](https://tauri.app/)
|
||||
|
||||
## 许可证
|
||||
|
||||
MIT License
|
||||
@@ -9,7 +9,7 @@
|
||||
"build": "npm run build:sdk && tsc && vite build",
|
||||
"build:watch": "vite build --watch",
|
||||
"tauri": "tauri",
|
||||
"copy-modules": "node ../../scripts/copy-engine-modules.mjs",
|
||||
"copy-modules": "node ../../../scripts/copy-engine-modules.mjs",
|
||||
"tauri:dev": "npm run build:sdk && npm run copy-modules && tauri dev",
|
||||
"bundle:runtime": "node scripts/bundle-runtime.mjs",
|
||||
"tauri:build": "npm run build:sdk && npm run copy-modules && npm run bundle:runtime && tauri build",
|
||||
|
||||
1010
packages/editor/editor-app/src-tauri/Cargo.lock
generated
1010
packages/editor/editor-app/src-tauri/Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
@@ -10,16 +10,16 @@ name = "ecs_editor_lib"
|
||||
crate-type = ["staticlib", "cdylib", "rlib"]
|
||||
|
||||
[build-dependencies]
|
||||
tauri-build = { version = "2.0", features = [] }
|
||||
tauri-build = { version = "2", features = [] }
|
||||
|
||||
[dependencies]
|
||||
tauri = { version = "2.0", features = ["protocol-asset"] }
|
||||
tauri-plugin-shell = "2.0"
|
||||
tauri-plugin-dialog = "2.0"
|
||||
tauri-plugin-fs = "2.0"
|
||||
tauri = { version = "2", features = ["protocol-asset"] }
|
||||
tauri-plugin-shell = "2"
|
||||
tauri-plugin-dialog = "2"
|
||||
tauri-plugin-fs = "2"
|
||||
tauri-plugin-updater = "2"
|
||||
tauri-plugin-http = "2.0"
|
||||
tauri-plugin-cli = "2.0"
|
||||
tauri-plugin-http = "2"
|
||||
tauri-plugin-cli = "2"
|
||||
serde = { version = "1", features = ["derive"] }
|
||||
serde_json = "1"
|
||||
glob = "0.3"
|
||||
|
||||
@@ -30,6 +30,7 @@
|
||||
"devDependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
"@esengine/engine-core": "workspace:*",
|
||||
"@esengine/asset-system": "workspace:*",
|
||||
"@esengine/editor-core": "workspace:*",
|
||||
"@esengine/editor-runtime": "workspace:*",
|
||||
"@esengine/node-editor": "workspace:*",
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
/**
|
||||
* @zh ESEngine 行为树运行时模块
|
||||
* @en ESEngine Behavior Tree Runtime Module
|
||||
*
|
||||
* @zh 纯运行时模块,不依赖 asset-system。资产加载由编辑器在 install 时注册。
|
||||
* @en Pure runtime module, no asset-system dependency. Asset loading is registered by editor during install.
|
||||
*/
|
||||
|
||||
import type { IScene, ServiceContainer, IComponentRegistry } from '@esengine/ecs-framework';
|
||||
import type { IRuntimeModule, SystemContext } from '@esengine/engine-core';
|
||||
|
||||
import {
|
||||
BehaviorTreeRuntimeComponent,
|
||||
BehaviorTreeExecutionSystem,
|
||||
BehaviorTreeAssetManager,
|
||||
GlobalBlackboardService,
|
||||
BehaviorTreeSystemToken
|
||||
} from '@esengine/behavior-tree';
|
||||
|
||||
export class BehaviorTreeRuntimeModule implements IRuntimeModule {
|
||||
registerComponents(registry: IComponentRegistry): void {
|
||||
registry.register(BehaviorTreeRuntimeComponent);
|
||||
}
|
||||
|
||||
registerServices(services: ServiceContainer): void {
|
||||
if (!services.isRegistered(GlobalBlackboardService)) {
|
||||
services.registerSingleton(GlobalBlackboardService);
|
||||
}
|
||||
if (!services.isRegistered(BehaviorTreeAssetManager)) {
|
||||
services.registerSingleton(BehaviorTreeAssetManager);
|
||||
}
|
||||
}
|
||||
|
||||
createSystems(scene: IScene, context: SystemContext): void {
|
||||
const ecsServices = (context as { ecsServices?: ServiceContainer }).ecsServices;
|
||||
const behaviorTreeSystem = new BehaviorTreeExecutionSystem(ecsServices);
|
||||
|
||||
if (context.isEditor) {
|
||||
behaviorTreeSystem.enabled = false;
|
||||
}
|
||||
|
||||
scene.addSystem(behaviorTreeSystem);
|
||||
context.services.register(BehaviorTreeSystemToken, behaviorTreeSystem);
|
||||
}
|
||||
}
|
||||
@@ -30,8 +30,11 @@ import {
|
||||
LocaleService,
|
||||
} from '@esengine/editor-runtime';
|
||||
|
||||
// Runtime imports from @esengine/behavior-tree package
|
||||
import { BehaviorTreeRuntimeComponent, BehaviorTreeRuntimeModule } from '@esengine/behavior-tree';
|
||||
// Runtime imports
|
||||
import { BehaviorTreeRuntimeComponent, BehaviorTreeAssetType } from '@esengine/behavior-tree';
|
||||
import { AssetManagerToken } from '@esengine/asset-system';
|
||||
import { BehaviorTreeRuntimeModule } from './BehaviorTreeRuntimeModule';
|
||||
import { BehaviorTreeLoader } from './runtime/BehaviorTreeLoader';
|
||||
|
||||
// Editor components and services
|
||||
import { BehaviorTreeService } from './services/BehaviorTreeService';
|
||||
@@ -71,6 +74,10 @@ export class BehaviorTreeEditorModule implements IEditorModuleLoader {
|
||||
// 设置插件上下文
|
||||
PluginContext.setServices(services);
|
||||
|
||||
// 注册行为树资产加载器到 AssetManager
|
||||
// Register behavior tree asset loader to AssetManager
|
||||
this.registerAssetLoader();
|
||||
|
||||
// 注册服务
|
||||
this.registerServices(services);
|
||||
|
||||
@@ -92,6 +99,22 @@ export class BehaviorTreeEditorModule implements IEditorModuleLoader {
|
||||
logger.info('BehaviorTree editor module installed');
|
||||
}
|
||||
|
||||
/**
|
||||
* 注册行为树资产加载器
|
||||
* Register behavior tree asset loader
|
||||
*/
|
||||
private registerAssetLoader(): void {
|
||||
try {
|
||||
const assetManager = PluginAPI.resolve(AssetManagerToken);
|
||||
if (assetManager) {
|
||||
assetManager.registerLoader(BehaviorTreeAssetType, new BehaviorTreeLoader());
|
||||
logger.info('BehaviorTree asset loader registered');
|
||||
}
|
||||
} catch (error) {
|
||||
logger.warn('Failed to register asset loader:', error);
|
||||
}
|
||||
}
|
||||
|
||||
private registerAssetCreationMappings(services: ServiceContainer): void {
|
||||
try {
|
||||
const fileActionRegistry = services.resolve<FileActionRegistry>(IFileActionRegistry);
|
||||
@@ -376,7 +399,7 @@ export const BehaviorTreePlugin: IEditorPlugin = {
|
||||
editorModule: new BehaviorTreeEditorModule(),
|
||||
};
|
||||
|
||||
export { BehaviorTreeRuntimeModule };
|
||||
// BehaviorTreeRuntimeModule is internal, not re-exported
|
||||
|
||||
// Re-exports for editor functionality
|
||||
export { PluginContext } from './PluginContext';
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
/**
|
||||
* @zh ESEngine 资产加载器
|
||||
* @en ESEngine asset loader
|
||||
* @internal
|
||||
*/
|
||||
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
import {
|
||||
BehaviorTreeAssetManager,
|
||||
EditorToBehaviorTreeDataConverter,
|
||||
BehaviorTreeAssetType,
|
||||
type BehaviorTreeData
|
||||
} from '@esengine/behavior-tree';
|
||||
|
||||
/**
|
||||
* @zh 行为树资产接口
|
||||
* @en Behavior tree asset interface
|
||||
* @internal
|
||||
*/
|
||||
export interface IBehaviorTreeAsset {
|
||||
data: BehaviorTreeData;
|
||||
path: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 行为树加载器
|
||||
* @en Behavior tree loader implementing IAssetLoader interface
|
||||
* @internal
|
||||
*/
|
||||
export class BehaviorTreeLoader {
|
||||
readonly supportedType = BehaviorTreeAssetType;
|
||||
readonly supportedExtensions = ['.btree'];
|
||||
readonly contentType = 'text' as const;
|
||||
|
||||
async parse(content: { text?: string }, context: { metadata: { path: string } }): Promise<IBehaviorTreeAsset> {
|
||||
if (!content.text) {
|
||||
throw new Error('Behavior tree content is empty');
|
||||
}
|
||||
|
||||
const treeData = EditorToBehaviorTreeDataConverter.fromEditorJSON(content.text);
|
||||
const assetPath = context.metadata.path;
|
||||
treeData.id = assetPath;
|
||||
|
||||
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
|
||||
if (btAssetManager) {
|
||||
btAssetManager.loadAsset(treeData);
|
||||
}
|
||||
|
||||
return {
|
||||
data: treeData,
|
||||
path: assetPath
|
||||
};
|
||||
}
|
||||
|
||||
dispose(asset: IBehaviorTreeAsset): void {
|
||||
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
|
||||
if (btAssetManager && asset.data) {
|
||||
btAssetManager.unloadAsset(asset.data.id);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,23 +1,15 @@
|
||||
{
|
||||
"extends": "../../../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"target": "ES2020",
|
||||
"module": "ES2020",
|
||||
"moduleResolution": "bundler",
|
||||
"lib": ["ES2020", "DOM"],
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"strict": true,
|
||||
"esModuleInterop": true,
|
||||
"allowSyntheticDefaultImports": true,
|
||||
"skipLibCheck": true,
|
||||
"forceConsistentCasingInFileNames": true,
|
||||
"composite": false,
|
||||
"declaration": true,
|
||||
"declarationMap": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"jsx": "react-jsx",
|
||||
"resolveJsonModule": true,
|
||||
"experimentalDecorators": true,
|
||||
"emitDecoratorMetadata": true
|
||||
"skipLibCheck": true,
|
||||
"moduleResolution": "bundler"
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist"]
|
||||
"exclude": ["node_modules", "dist", "**/*.test.ts"]
|
||||
}
|
||||
|
||||
@@ -2,6 +2,8 @@ import { defineConfig } from 'tsup';
|
||||
import { editorOnlyPreset } from '../../../tools/build-config/src/presets/plugin-tsup';
|
||||
|
||||
export default defineConfig({
|
||||
...editorOnlyPreset(),
|
||||
...editorOnlyPreset({
|
||||
external: ['@esengine/asset-system']
|
||||
}),
|
||||
tsconfig: 'tsconfig.build.json'
|
||||
});
|
||||
|
||||
13
packages/editor/plugins/fairygui-editor/tsconfig.build.json
Normal file
13
packages/editor/plugins/fairygui-editor/tsconfig.build.json
Normal file
@@ -0,0 +1,13 @@
|
||||
{
|
||||
"extends": "../../../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"composite": false,
|
||||
"declaration": true,
|
||||
"declarationMap": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"jsx": "react-jsx"
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist", "**/*.test.ts"]
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
{
|
||||
"extends": "../build-config/tsconfig.json",
|
||||
"extends": "../../../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"composite": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"jsx": "react-jsx",
|
||||
|
||||
@@ -5,6 +5,7 @@ export default defineConfig({
|
||||
format: ['esm'],
|
||||
dts: true,
|
||||
clean: true,
|
||||
tsconfig: 'tsconfig.build.json',
|
||||
external: [
|
||||
'react',
|
||||
'react-dom',
|
||||
|
||||
@@ -1,5 +1,65 @@
|
||||
# @esengine/behavior-tree
|
||||
|
||||
## 4.1.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||
- @esengine/ecs-framework@2.7.1
|
||||
|
||||
## 4.1.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#400](https://github.com/esengine/esengine/pull/400) [`d2af9ca`](https://github.com/esengine/esengine/commit/d2af9caae9d5620c5f690272ab80dc246e9b7e10) Thanks [@esengine](https://github.com/esengine)! - feat(behavior-tree): add pure BehaviorTreePlugin class for Cocos/Laya integration
|
||||
- Added `BehaviorTreePlugin` class that only depends on `@esengine/ecs-framework`
|
||||
- Implements `IPlugin` interface with `install()`, `uninstall()`, and `setupScene()` methods
|
||||
- Removed `esengine/` subdirectory that incorrectly depended on `@esengine/engine-core`
|
||||
- Updated package documentation with correct usage examples
|
||||
|
||||
Usage:
|
||||
|
||||
```typescript
|
||||
import { Core, Scene } from '@esengine/ecs-framework';
|
||||
import { BehaviorTreePlugin, BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
|
||||
|
||||
Core.create();
|
||||
const plugin = new BehaviorTreePlugin();
|
||||
await Core.installPlugin(plugin);
|
||||
|
||||
const scene = new Scene();
|
||||
plugin.setupScene(scene);
|
||||
Core.setScene(scene);
|
||||
```
|
||||
|
||||
## 4.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||
- @esengine/ecs-framework@2.7.0
|
||||
|
||||
## 3.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||
- @esengine/ecs-framework@2.6.1
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/behavior-tree",
|
||||
"version": "2.0.0",
|
||||
"version": "4.1.1",
|
||||
"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
|
||||
"main": "dist/index.js",
|
||||
"module": "dist/index.js",
|
||||
|
||||
118
packages/framework/behavior-tree/src/BehaviorTreePlugin.ts
Normal file
118
packages/framework/behavior-tree/src/BehaviorTreePlugin.ts
Normal file
@@ -0,0 +1,118 @@
|
||||
import type { Core, ServiceContainer, IPlugin, IScene } from '@esengine/ecs-framework';
|
||||
import { BehaviorTreeExecutionSystem } from './execution/BehaviorTreeExecutionSystem';
|
||||
import { BehaviorTreeAssetManager } from './execution/BehaviorTreeAssetManager';
|
||||
import { GlobalBlackboardService } from './Services/GlobalBlackboardService';
|
||||
|
||||
/**
|
||||
* @zh 行为树插件
|
||||
* @en Behavior Tree Plugin
|
||||
*
|
||||
* @zh 为 ECS 框架提供行为树支持的插件。
|
||||
* 可与任何基于 @esengine/ecs-framework 的引擎集成(Cocos、Laya、Node.js 等)。
|
||||
*
|
||||
* @en Plugin that provides behavior tree support for ECS framework.
|
||||
* Can be integrated with any engine based on @esengine/ecs-framework (Cocos, Laya, Node.js, etc.).
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { Core, Scene } from '@esengine/ecs-framework';
|
||||
* import { BehaviorTreePlugin, BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
|
||||
*
|
||||
* // Initialize
|
||||
* Core.create();
|
||||
* const plugin = new BehaviorTreePlugin();
|
||||
* await Core.installPlugin(plugin);
|
||||
*
|
||||
* // Setup scene
|
||||
* const scene = new Scene();
|
||||
* plugin.setupScene(scene);
|
||||
* Core.setScene(scene);
|
||||
*
|
||||
* // Create and start behavior tree
|
||||
* const tree = BehaviorTreeBuilder.create('MyAI')
|
||||
* .selector('Root')
|
||||
* .log('Hello from behavior tree!')
|
||||
* .end()
|
||||
* .build();
|
||||
*
|
||||
* const entity = scene.createEntity('AIEntity');
|
||||
* BehaviorTreeStarter.start(entity, tree);
|
||||
* ```
|
||||
*/
|
||||
export class BehaviorTreePlugin implements IPlugin {
|
||||
/**
|
||||
* @zh 插件名称
|
||||
* @en Plugin name
|
||||
*/
|
||||
readonly name = '@esengine/behavior-tree';
|
||||
|
||||
/**
|
||||
* @zh 插件版本
|
||||
* @en Plugin version
|
||||
*/
|
||||
readonly version = '1.0.0';
|
||||
|
||||
/**
|
||||
* @zh 插件依赖
|
||||
* @en Plugin dependencies
|
||||
*/
|
||||
readonly dependencies: readonly string[] = [];
|
||||
|
||||
private _services: ServiceContainer | null = null;
|
||||
|
||||
/**
|
||||
* @zh 安装插件
|
||||
* @en Install plugin
|
||||
*
|
||||
* @param _core - Core 实例
|
||||
* @param services - 服务容器
|
||||
*/
|
||||
install(_core: Core, services: ServiceContainer): void {
|
||||
this._services = services;
|
||||
|
||||
// Register services
|
||||
if (!services.isRegistered(GlobalBlackboardService)) {
|
||||
services.registerSingleton(GlobalBlackboardService);
|
||||
}
|
||||
if (!services.isRegistered(BehaviorTreeAssetManager)) {
|
||||
services.registerSingleton(BehaviorTreeAssetManager);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 卸载插件
|
||||
* @en Uninstall plugin
|
||||
*/
|
||||
uninstall(): void {
|
||||
if (this._services) {
|
||||
const assetManager = this._services.tryResolve(BehaviorTreeAssetManager);
|
||||
if (assetManager) {
|
||||
assetManager.dispose();
|
||||
}
|
||||
|
||||
const blackboardService = this._services.tryResolve(GlobalBlackboardService);
|
||||
if (blackboardService) {
|
||||
blackboardService.dispose();
|
||||
}
|
||||
}
|
||||
this._services = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置场景,添加行为树执行系统
|
||||
* @en Setup scene, add behavior tree execution system
|
||||
*
|
||||
* @param scene - 要设置的场景
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const scene = new Scene();
|
||||
* plugin.setupScene(scene);
|
||||
* Core.setScene(scene);
|
||||
* ```
|
||||
*/
|
||||
setupScene(scene: IScene): void {
|
||||
const system = new BehaviorTreeExecutionSystem(this._services ?? undefined);
|
||||
scene.addSystem(system);
|
||||
}
|
||||
}
|
||||
@@ -1,82 +0,0 @@
|
||||
/**
|
||||
* @zh ESEngine 资产加载器
|
||||
* @en ESEngine asset loader
|
||||
*
|
||||
* @zh 实现 IAssetLoader 接口,用于通过 AssetManager 加载行为树文件。
|
||||
* 此文件仅在使用 ESEngine 时需要。
|
||||
*
|
||||
* @en Implements IAssetLoader interface for loading behavior tree files via AssetManager.
|
||||
* This file is only needed when using ESEngine.
|
||||
*/
|
||||
|
||||
import type {
|
||||
IAssetLoader,
|
||||
IAssetParseContext,
|
||||
IAssetContent,
|
||||
AssetContentType
|
||||
} from '@esengine/asset-system';
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
import { BehaviorTreeData } from '../execution/BehaviorTreeData';
|
||||
import { BehaviorTreeAssetManager } from '../execution/BehaviorTreeAssetManager';
|
||||
import { EditorToBehaviorTreeDataConverter } from '../Serialization/EditorToBehaviorTreeDataConverter';
|
||||
import { BehaviorTreeAssetType } from '../constants';
|
||||
|
||||
/**
|
||||
* @zh 行为树资产接口
|
||||
* @en Behavior tree asset interface
|
||||
*/
|
||||
export interface IBehaviorTreeAsset {
|
||||
/** @zh 行为树数据 @en Behavior tree data */
|
||||
data: BehaviorTreeData;
|
||||
/** @zh 文件路径 @en File path */
|
||||
path: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 行为树加载器
|
||||
* @en Behavior tree loader implementing IAssetLoader interface
|
||||
*/
|
||||
export class BehaviorTreeLoader implements IAssetLoader<IBehaviorTreeAsset> {
|
||||
readonly supportedType = BehaviorTreeAssetType;
|
||||
readonly supportedExtensions = ['.btree'];
|
||||
readonly contentType: AssetContentType = 'text';
|
||||
|
||||
/**
|
||||
* @zh 从内容解析行为树资产
|
||||
* @en Parse behavior tree asset from content
|
||||
*/
|
||||
async parse(content: IAssetContent, context: IAssetParseContext): Promise<IBehaviorTreeAsset> {
|
||||
if (!content.text) {
|
||||
throw new Error('Behavior tree content is empty');
|
||||
}
|
||||
|
||||
// Convert to runtime data
|
||||
const treeData = EditorToBehaviorTreeDataConverter.fromEditorJSON(content.text);
|
||||
|
||||
// Use file path as ID
|
||||
const assetPath = context.metadata.path;
|
||||
treeData.id = assetPath;
|
||||
|
||||
// Also register to BehaviorTreeAssetManager for legacy code
|
||||
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
|
||||
if (btAssetManager) {
|
||||
btAssetManager.loadAsset(treeData);
|
||||
}
|
||||
|
||||
return {
|
||||
data: treeData,
|
||||
path: assetPath
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 释放资产
|
||||
* @en Dispose asset
|
||||
*/
|
||||
dispose(asset: IBehaviorTreeAsset): void {
|
||||
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
|
||||
if (btAssetManager && asset.data) {
|
||||
btAssetManager.unloadAsset(asset.data.id);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,93 +0,0 @@
|
||||
/**
|
||||
* @zh ESEngine 集成模块
|
||||
* @en ESEngine integration module
|
||||
*
|
||||
* @zh 此文件包含与 ESEngine 引擎核心集成的代码。
|
||||
* 使用 Cocos/Laya 等其他引擎时不需要此文件。
|
||||
*
|
||||
* @en This file contains code for integrating with ESEngine engine-core.
|
||||
* Not needed when using other engines like Cocos/Laya.
|
||||
*/
|
||||
|
||||
import type { IScene, ServiceContainer, IComponentRegistry } from '@esengine/ecs-framework';
|
||||
import type { IRuntimeModule, IRuntimePlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
|
||||
import { AssetManagerToken } from '@esengine/asset-system';
|
||||
|
||||
import { BehaviorTreeRuntimeComponent } from '../execution/BehaviorTreeRuntimeComponent';
|
||||
import { BehaviorTreeExecutionSystem } from '../execution/BehaviorTreeExecutionSystem';
|
||||
import { BehaviorTreeAssetManager } from '../execution/BehaviorTreeAssetManager';
|
||||
import { GlobalBlackboardService } from '../Services/GlobalBlackboardService';
|
||||
import { BehaviorTreeLoader } from './BehaviorTreeLoader';
|
||||
import { BehaviorTreeAssetType } from '../constants';
|
||||
import { BehaviorTreeSystemToken } from '../tokens';
|
||||
|
||||
// Re-export tokens for ESEngine users
|
||||
export { BehaviorTreeSystemToken } from '../tokens';
|
||||
|
||||
class BehaviorTreeRuntimeModule implements IRuntimeModule {
|
||||
private _loaderRegistered = false;
|
||||
|
||||
registerComponents(registry: IComponentRegistry): void {
|
||||
registry.register(BehaviorTreeRuntimeComponent);
|
||||
}
|
||||
|
||||
registerServices(services: ServiceContainer): void {
|
||||
if (!services.isRegistered(GlobalBlackboardService)) {
|
||||
services.registerSingleton(GlobalBlackboardService);
|
||||
}
|
||||
if (!services.isRegistered(BehaviorTreeAssetManager)) {
|
||||
services.registerSingleton(BehaviorTreeAssetManager);
|
||||
}
|
||||
}
|
||||
|
||||
createSystems(scene: IScene, context: SystemContext): void {
|
||||
// Get dependencies from service registry
|
||||
const assetManager = context.services.get(AssetManagerToken);
|
||||
|
||||
if (!this._loaderRegistered && assetManager) {
|
||||
assetManager.registerLoader(BehaviorTreeAssetType, new BehaviorTreeLoader());
|
||||
this._loaderRegistered = true;
|
||||
}
|
||||
|
||||
// Use ECS service container from context.services
|
||||
const ecsServices = (context as { ecsServices?: ServiceContainer }).ecsServices;
|
||||
const behaviorTreeSystem = new BehaviorTreeExecutionSystem(ecsServices);
|
||||
|
||||
if (assetManager) {
|
||||
behaviorTreeSystem.setAssetManager(assetManager);
|
||||
}
|
||||
|
||||
if (context.isEditor) {
|
||||
behaviorTreeSystem.enabled = false;
|
||||
}
|
||||
|
||||
scene.addSystem(behaviorTreeSystem);
|
||||
|
||||
// Register service to service registry
|
||||
context.services.register(BehaviorTreeSystemToken, behaviorTreeSystem);
|
||||
}
|
||||
}
|
||||
|
||||
const manifest: ModuleManifest = {
|
||||
id: 'behavior-tree',
|
||||
name: '@esengine/behavior-tree',
|
||||
displayName: 'Behavior Tree',
|
||||
version: '1.0.0',
|
||||
description: 'AI behavior tree system',
|
||||
category: 'AI',
|
||||
icon: 'GitBranch',
|
||||
isCore: false,
|
||||
defaultEnabled: false,
|
||||
isEngineModule: true,
|
||||
canContainContent: true,
|
||||
dependencies: ['core'],
|
||||
exports: { components: ['BehaviorTreeComponent'] },
|
||||
editorPackage: '@esengine/behavior-tree-editor'
|
||||
};
|
||||
|
||||
export const BehaviorTreePlugin: IRuntimePlugin = {
|
||||
manifest,
|
||||
runtimeModule: new BehaviorTreeRuntimeModule()
|
||||
};
|
||||
|
||||
export { BehaviorTreeRuntimeModule };
|
||||
@@ -1,39 +0,0 @@
|
||||
/**
|
||||
* @zh ESEngine 集成入口
|
||||
* @en ESEngine integration entry point
|
||||
*
|
||||
* @zh 此模块包含与 ESEngine 引擎核心集成所需的所有代码。
|
||||
* 使用 Cocos/Laya 等其他引擎时,只需导入主模块即可。
|
||||
*
|
||||
* @en This module contains all code required for ESEngine engine-core integration.
|
||||
* When using other engines like Cocos/Laya, just import the main module.
|
||||
*
|
||||
* @example ESEngine 使用方式 / ESEngine usage:
|
||||
* ```typescript
|
||||
* import { BehaviorTreePlugin } from '@esengine/behavior-tree/esengine';
|
||||
*
|
||||
* // Register with ESEngine plugin system
|
||||
* engine.registerPlugin(BehaviorTreePlugin);
|
||||
* ```
|
||||
*
|
||||
* @example Cocos/Laya 使用方式 / Cocos/Laya usage:
|
||||
* ```typescript
|
||||
* import {
|
||||
* BehaviorTreeAssetManager,
|
||||
* BehaviorTreeExecutionSystem
|
||||
* } from '@esengine/behavior-tree';
|
||||
*
|
||||
* // Load behavior tree from JSON
|
||||
* const assetManager = new BehaviorTreeAssetManager();
|
||||
* assetManager.loadFromEditorJSON(jsonContent);
|
||||
*
|
||||
* // Add system to your ECS world
|
||||
* world.addSystem(new BehaviorTreeExecutionSystem());
|
||||
* ```
|
||||
*/
|
||||
|
||||
// Runtime module and plugin
|
||||
export { BehaviorTreeRuntimeModule, BehaviorTreePlugin, BehaviorTreeSystemToken } from './BehaviorTreeRuntimeModule';
|
||||
|
||||
// Asset loader for ESEngine asset-system
|
||||
export { BehaviorTreeLoader, type IBehaviorTreeAsset } from './BehaviorTreeLoader';
|
||||
@@ -4,32 +4,44 @@
|
||||
* @zh AI 行为树系统,支持运行时执行和可视化编辑
|
||||
* @en AI Behavior Tree System with runtime execution and visual editor support
|
||||
*
|
||||
* @zh 此包是通用的行为树实现,可以与任何 ECS 框架配合使用。
|
||||
* 对于 ESEngine 集成,请从 '@esengine/behavior-tree/esengine' 导入插件。
|
||||
* @zh 此包是通用的行为树实现,可以与任何基于 @esengine/ecs-framework 的引擎集成
|
||||
* (Cocos Creator、LayaAir、Node.js 等)。
|
||||
*
|
||||
* @en This package is a generic behavior tree implementation that works with any ECS framework.
|
||||
* For ESEngine integration, import the plugin from '@esengine/behavior-tree/esengine'.
|
||||
* @en This package is a generic behavior tree implementation that works with any engine
|
||||
* based on @esengine/ecs-framework (Cocos Creator, LayaAir, Node.js, etc.).
|
||||
*
|
||||
* @example Cocos/Laya/通用 ECS 使用方式:
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { Core, Scene } from '@esengine/ecs-framework';
|
||||
* import {
|
||||
* BehaviorTreeAssetManager,
|
||||
* BehaviorTreeExecutionSystem,
|
||||
* BehaviorTreeRuntimeComponent
|
||||
* BehaviorTreePlugin,
|
||||
* BehaviorTreeBuilder,
|
||||
* BehaviorTreeStarter
|
||||
* } from '@esengine/behavior-tree';
|
||||
*
|
||||
* // 1. Register service
|
||||
* Core.services.registerSingleton(BehaviorTreeAssetManager);
|
||||
* // 1. Initialize Core and install plugin
|
||||
* Core.create();
|
||||
* const plugin = new BehaviorTreePlugin();
|
||||
* await Core.installPlugin(plugin);
|
||||
*
|
||||
* // 2. Load behavior tree from JSON
|
||||
* const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
|
||||
* assetManager.loadFromEditorJSON(jsonContent);
|
||||
* // 2. Create scene and setup behavior tree system
|
||||
* const scene = new Scene();
|
||||
* plugin.setupScene(scene);
|
||||
* Core.setScene(scene);
|
||||
*
|
||||
* // 3. Add component to entity
|
||||
* entity.addComponent(new BehaviorTreeRuntimeComponent());
|
||||
* // 3. Build behavior tree
|
||||
* const tree = BehaviorTreeBuilder.create('MyAI')
|
||||
* .selector('Root')
|
||||
* .log('Hello!')
|
||||
* .end()
|
||||
* .build();
|
||||
*
|
||||
* // 4. Add system to scene
|
||||
* scene.addSystem(new BehaviorTreeExecutionSystem());
|
||||
* // 4. Start behavior tree on entity
|
||||
* const entity = scene.createEntity('AIEntity');
|
||||
* BehaviorTreeStarter.start(entity, tree);
|
||||
*
|
||||
* // 5. Run game loop
|
||||
* setInterval(() => Core.update(0.016), 16);
|
||||
* ```
|
||||
*
|
||||
* @packageDocumentation
|
||||
@@ -65,3 +77,6 @@ export { BlackboardTypes } from './Blackboard/BlackboardTypes';
|
||||
|
||||
// Service tokens (using ecs-framework's createServiceToken, not engine-core)
|
||||
export { BehaviorTreeSystemToken } from './tokens';
|
||||
|
||||
// Plugin
|
||||
export { BehaviorTreePlugin } from './BehaviorTreePlugin';
|
||||
|
||||
@@ -1,5 +1,40 @@
|
||||
# @esengine/blueprint
|
||||
|
||||
## 4.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||
- @esengine/ecs-framework@2.7.1
|
||||
|
||||
## 4.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||
- @esengine/ecs-framework@2.7.0
|
||||
|
||||
## 3.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||
- @esengine/ecs-framework@2.6.1
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/blueprint",
|
||||
"version": "2.0.0",
|
||||
"version": "4.0.1",
|
||||
"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
|
||||
"main": "dist/index.js",
|
||||
"module": "dist/index.js",
|
||||
|
||||
@@ -1,5 +1,132 @@
|
||||
# @esengine/ecs-framework
|
||||
|
||||
## 2.7.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#402](https://github.com/esengine/esengine/pull/402) [`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8) Thanks [@esengine](https://github.com/esengine)! - fix(ecs): 修复 ESM 环境下 require 不存在的问题
|
||||
- 新增 `RuntimeConfig` 模块,作为运行时环境配置的独立存储
|
||||
- `Core.runtimeEnvironment` 和 `Scene.runtimeEnvironment` 现在都从 `RuntimeConfig` 读取
|
||||
- 移除 `Scene.ts` 中的 `require()` 调用,解决 Node.js ESM 环境下的兼容性问题
|
||||
|
||||
此修复解决了在 Node.js ESM 环境(如游戏服务端)中使用 `scene.isServer` 时报错 `ReferenceError: require is not defined` 的问题。
|
||||
|
||||
## 2.7.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#398](https://github.com/esengine/esengine/pull/398) [`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028) Thanks [@esengine](https://github.com/esengine)! - feat(ecs): 添加运行时环境区分机制 | add runtime environment detection
|
||||
|
||||
新增功能:
|
||||
- `Core` 新增静态属性 `runtimeEnvironment`,支持 `'server' | 'client' | 'standalone'`
|
||||
- `Core` 新增 `isServer` / `isClient` 静态只读属性
|
||||
- `ICoreConfig` 新增 `runtimeEnvironment` 配置项
|
||||
- `Scene` 新增 `isServer` / `isClient` 只读属性(默认从 Core 继承,可通过 config 覆盖)
|
||||
- 新增 `@ServerOnly()` / `@ClientOnly()` / `@NotServer()` / `@NotClient()` 方法装饰器
|
||||
|
||||
用于网络游戏中区分服务端权威逻辑和客户端逻辑:
|
||||
|
||||
```typescript
|
||||
// 方式1: 全局设置(推荐)
|
||||
Core.create({ runtimeEnvironment: 'server' });
|
||||
// 或直接设置静态属性
|
||||
Core.runtimeEnvironment = 'server';
|
||||
|
||||
// 所有场景自动继承
|
||||
const scene = new Scene();
|
||||
console.log(scene.isServer); // true
|
||||
|
||||
// 方式2: 单个场景覆盖(可选)
|
||||
const clientScene = new Scene({ runtimeEnvironment: 'client' });
|
||||
|
||||
// 在系统中检查环境
|
||||
class CollectibleSpawnSystem extends EntitySystem {
|
||||
private checkCollections(): void {
|
||||
if (!this.scene.isServer) return; // 客户端跳过
|
||||
// ... 服务端权威逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 2.6.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#396](https://github.com/esengine/esengine/pull/396) [`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e) Thanks [@esengine](https://github.com/esengine)! - fix(ecs): COMPONENT_ADDED 事件添加 entity 字段
|
||||
|
||||
修复 `ECSEventType.COMPONENT_ADDED` 事件缺少 `entity` 字段的问题,导致 ECSRoom 的 `@NetworkEntity` 自动广播功能报错。
|
||||
|
||||
## 2.6.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁
|
||||
|
||||
### 新功能
|
||||
|
||||
**@NetworkEntity 装饰器**
|
||||
- 标记组件为网络实体,自动广播 spawn/despawn 消息
|
||||
- 支持 `autoSpawn` 和 `autoDespawn` 配置选项
|
||||
- 通过事件系统(`ECSEventType.COMPONENT_ADDED` / `ECSEventType.ENTITY_DESTROYED`)实现
|
||||
|
||||
**ECSRoom 增强**
|
||||
- 新增 `enableAutoNetworkEntity` 配置选项(默认启用)
|
||||
- 自动监听组件添加和实体销毁事件
|
||||
- 简化 GameRoom 实现,无需手动回调
|
||||
|
||||
### 改进
|
||||
|
||||
**Entity 事件**
|
||||
- `Entity.destroy()` 现在发出 `entity:destroyed` 事件
|
||||
- `Entity.active` 变化时发出 `entity:enabled` / `entity:disabled` 事件
|
||||
- 使用 `ECSEventType` 常量替代硬编码字符串
|
||||
|
||||
### 使用示例
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Enemy')
|
||||
@NetworkEntity('Enemy')
|
||||
class EnemyComponent extends Component {
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
}
|
||||
|
||||
// 服务端
|
||||
const entity = scene.createEntity('Enemy');
|
||||
entity.addComponent(new EnemyComponent()); // 自动广播 spawn
|
||||
entity.destroy(); // 自动广播 despawn
|
||||
```
|
||||
|
||||
## 2.5.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#392](https://github.com/esengine/esengine/pull/392) [`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76) Thanks [@esengine](https://github.com/esengine)! - fix(sync): Decoder 现在使用 GlobalComponentRegistry 查找组件 | Decoder now uses GlobalComponentRegistry for component lookup
|
||||
|
||||
**问题 | Problem:**
|
||||
1. `Decoder.ts` 有自己独立的 `componentRegistry` Map,与 `GlobalComponentRegistry` 完全分离。这导致通过 `@ECSComponent` 装饰器注册的组件在网络反序列化时找不到,产生 "Unknown component type" 错误。
|
||||
2. `@sync` 装饰器使用 `constructor.name` 作为 `typeId`,而不是 `@ECSComponent` 装饰器指定的名称,导致编码和解码使用不同的类型 ID。
|
||||
3. `Decoder.ts` had its own local `componentRegistry` Map that was completely separate from `GlobalComponentRegistry`. This caused components registered via `@ECSComponent` decorator to not be found during network deserialization, resulting in "Unknown component type" errors.
|
||||
4. `@sync` decorator used `constructor.name` as `typeId` instead of the name specified by `@ECSComponent` decorator, causing encoding and decoding to use different type IDs.
|
||||
|
||||
**修改 | Changes:**
|
||||
- 从 Decoder.ts 中移除本地 `componentRegistry`
|
||||
- 更新 `decodeEntity` 和 `decodeSpawn` 使用 `GlobalComponentRegistry.getComponentType()`
|
||||
- 移除已废弃的 `registerSyncComponent` 和 `autoRegisterSyncComponent` 函数
|
||||
- 更新 `@sync` 装饰器使用 `getComponentTypeName()` 获取组件类型名称
|
||||
- 更新 `@ECSComponent` 装饰器同步更新 `SYNC_METADATA.typeId`
|
||||
- Removed local `componentRegistry` from Decoder.ts
|
||||
- Updated `decodeEntity` and `decodeSpawn` to use `GlobalComponentRegistry.getComponentType()`
|
||||
- Removed deprecated `registerSyncComponent` and `autoRegisterSyncComponent` functions
|
||||
- Updated `@sync` decorator to use `getComponentTypeName()` for component type name
|
||||
- Updated `@ECSComponent` decorator to sync update `SYNC_METADATA.typeId`
|
||||
|
||||
现在使用 `@ECSComponent` 装饰器的组件会自动可用于网络同步解码,无需手动注册。
|
||||
|
||||
Now `@ECSComponent` decorated components are automatically available for network sync decoding without any manual registration.
|
||||
|
||||
## 2.5.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
@@ -1,16 +1,18 @@
|
||||
{
|
||||
"name": "@esengine/ecs-framework",
|
||||
"version": "2.5.0",
|
||||
"version": "2.7.1",
|
||||
"description": "用于Laya、Cocos Creator等JavaScript游戏引擎的高性能ECS框架",
|
||||
"main": "dist/index.cjs",
|
||||
"module": "dist/index.mjs",
|
||||
"types": "dist/index.d.ts",
|
||||
"unpkg": "dist/index.umd.js",
|
||||
"sideEffects": false,
|
||||
"exports": {
|
||||
".": {
|
||||
"types": "./dist/index.d.ts",
|
||||
"import": "./dist/index.mjs",
|
||||
"require": "./dist/index.cjs"
|
||||
"require": "./dist/index.cjs",
|
||||
"source": "./src/index.ts"
|
||||
}
|
||||
},
|
||||
"files": [
|
||||
@@ -50,23 +52,24 @@
|
||||
"@babel/plugin-transform-nullish-coalescing-operator": "^7.27.1",
|
||||
"@babel/plugin-transform-optional-chaining": "^7.27.1",
|
||||
"@babel/preset-env": "^7.28.3",
|
||||
"@eslint/js": "^9.37.0",
|
||||
"@jest/globals": "^29.7.0",
|
||||
"@rollup/plugin-babel": "^6.0.4",
|
||||
"@rollup/plugin-commonjs": "^28.0.3",
|
||||
"@rollup/plugin-node-resolve": "^16.0.1",
|
||||
"@rollup/plugin-terser": "^0.4.4",
|
||||
"@jest/globals": "^29.7.0",
|
||||
"@types/jest": "^29.5.14",
|
||||
"@types/node": "^20.19.17",
|
||||
"@eslint/js": "^9.37.0",
|
||||
"eslint": "^9.37.0",
|
||||
"typescript-eslint": "^8.46.1",
|
||||
"jest": "^29.7.0",
|
||||
"jest-environment-jsdom": "^29.7.0",
|
||||
"rimraf": "^5.0.0",
|
||||
"rollup": "^4.42.0",
|
||||
"rollup-plugin-dts": "^6.2.1",
|
||||
"rollup-plugin-sourcemaps": "^0.6.3",
|
||||
"ts-jest": "^29.4.0",
|
||||
"typescript": "^5.8.3"
|
||||
"typescript": "^5.8.3",
|
||||
"typescript-eslint": "^8.46.1"
|
||||
},
|
||||
"publishConfig": {
|
||||
"access": "public",
|
||||
|
||||
@@ -5,7 +5,7 @@ import { Time } from './Utils/Time';
|
||||
import { PerformanceMonitor } from './Utils/PerformanceMonitor';
|
||||
import { PoolManager } from './Utils/Pool/PoolManager';
|
||||
import { DebugManager } from './Utils/Debug';
|
||||
import { ICoreConfig, IECSDebugConfig } from './Types';
|
||||
import { ICoreConfig, IECSDebugConfig, RuntimeEnvironment } from './Types';
|
||||
import { createLogger } from './Utils/Logger';
|
||||
import { SceneManager } from './ECS/SceneManager';
|
||||
import { IScene } from './ECS/IScene';
|
||||
@@ -16,6 +16,7 @@ import { IPlugin } from './Core/Plugin';
|
||||
import { WorldManager } from './ECS/WorldManager';
|
||||
import { DebugConfigService } from './Utils/Debug/DebugConfigService';
|
||||
import { createInstance } from './Core/DI/Decorators';
|
||||
import { RuntimeConfig } from './RuntimeConfig';
|
||||
|
||||
/**
|
||||
* @zh 游戏引擎核心类
|
||||
@@ -63,6 +64,53 @@ export class Core {
|
||||
*/
|
||||
public static paused = false;
|
||||
|
||||
/**
|
||||
* @zh 运行时环境
|
||||
* @en Runtime environment
|
||||
*
|
||||
* @zh 全局运行时环境设置。所有 Scene 默认继承此值。
|
||||
* 服务端框架(如 @esengine/server)应在启动时设置为 'server'。
|
||||
* 客户端应用应设置为 'client'。
|
||||
* 单机游戏使用默认值 'standalone'。
|
||||
*
|
||||
* @en Global runtime environment setting. All Scenes inherit this value by default.
|
||||
* Server frameworks (like @esengine/server) should set this to 'server' at startup.
|
||||
* Client apps should set this to 'client'.
|
||||
* Standalone games use the default 'standalone'.
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // @zh 服务端启动时设置 | @en Set at server startup
|
||||
* Core.runtimeEnvironment = 'server';
|
||||
*
|
||||
* // @zh 或在 Core.create 时配置 | @en Or configure in Core.create
|
||||
* Core.create({ runtimeEnvironment: 'server' });
|
||||
* ```
|
||||
*/
|
||||
public static get runtimeEnvironment(): RuntimeEnvironment {
|
||||
return RuntimeConfig.runtimeEnvironment;
|
||||
}
|
||||
|
||||
public static set runtimeEnvironment(value: RuntimeEnvironment) {
|
||||
RuntimeConfig.runtimeEnvironment = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否在服务端运行
|
||||
* @en Whether running on server
|
||||
*/
|
||||
public static get isServer(): boolean {
|
||||
return RuntimeConfig.isServer;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否在客户端运行
|
||||
* @en Whether running on client
|
||||
*/
|
||||
public static get isClient(): boolean {
|
||||
return RuntimeConfig.isClient;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 全局核心实例,可能为null表示Core尚未初始化或已被销毁
|
||||
* @en Global core instance, null means Core is not initialized or destroyed
|
||||
@@ -133,6 +181,11 @@ export class Core {
|
||||
this._config = { debug: true, ...config };
|
||||
this._serviceContainer = new ServiceContainer();
|
||||
|
||||
// 设置全局运行时环境
|
||||
if (config.runtimeEnvironment) {
|
||||
Core.runtimeEnvironment = config.runtimeEnvironment;
|
||||
}
|
||||
|
||||
this._timerManager = new TimerManager();
|
||||
this._serviceContainer.registerInstance(TimerManager, this._timerManager);
|
||||
|
||||
|
||||
@@ -10,10 +10,16 @@ import { Int32 } from './Core/SoAStorage';
|
||||
* @en Components in ECS architecture should be pure data containers.
|
||||
* All game logic should be implemented in EntitySystem, not inside components.
|
||||
*
|
||||
* @zh **重要:所有 Component 子类都必须使用 @ECSComponent 装饰器!**
|
||||
* @zh 该装饰器用于注册组件类型名称,是序列化、网络同步等功能正常工作的前提。
|
||||
* @en **IMPORTANT: All Component subclasses MUST use the @ECSComponent decorator!**
|
||||
* @en This decorator registers the component type name, which is required for serialization, network sync, etc.
|
||||
*
|
||||
* @example
|
||||
* @zh 推荐做法:纯数据组件
|
||||
* @en Recommended: Pure data component
|
||||
* @zh 正确做法:使用 @ECSComponent 装饰器
|
||||
* @en Correct: Use @ECSComponent decorator
|
||||
* ```typescript
|
||||
* @ECSComponent('HealthComponent')
|
||||
* class HealthComponent extends Component {
|
||||
* public health: number = 100;
|
||||
* public maxHealth: number = 100;
|
||||
|
||||
188
packages/framework/core/src/ECS/Decorators/RuntimeEnvironment.ts
Normal file
188
packages/framework/core/src/ECS/Decorators/RuntimeEnvironment.ts
Normal file
@@ -0,0 +1,188 @@
|
||||
/**
|
||||
* @zh 运行时环境装饰器
|
||||
* @en Runtime Environment Decorators
|
||||
*
|
||||
* @zh 提供 @ServerOnly 和 @ClientOnly 装饰器,用于标记只在特定环境执行的方法
|
||||
* @en Provides @ServerOnly and @ClientOnly decorators to mark methods that only execute in specific environments
|
||||
*/
|
||||
|
||||
import type { EntitySystem } from '../Systems/EntitySystem';
|
||||
|
||||
/**
|
||||
* @zh 服务端专用方法装饰器
|
||||
* @en Server-only method decorator
|
||||
*
|
||||
* @zh 被装饰的方法只会在服务端环境执行(scene.isServer === true)。
|
||||
* 在客户端或单机模式下,方法调用会被静默跳过。
|
||||
*
|
||||
* @en Decorated methods only execute in server environment (scene.isServer === true).
|
||||
* In client or standalone mode, method calls are silently skipped.
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* class CollectibleSpawnSystem extends EntitySystem {
|
||||
* @ServerOnly()
|
||||
* private checkCollections(players: readonly Entity[]): void {
|
||||
* // 只在服务端执行收集检测
|
||||
* // Only check collections on server
|
||||
* for (const entity of this.scene.entities.buffer) {
|
||||
* // ...
|
||||
* }
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function ServerOnly(): MethodDecorator {
|
||||
return function <T>(
|
||||
_target: object,
|
||||
_propertyKey: string | symbol,
|
||||
descriptor: TypedPropertyDescriptor<T>
|
||||
): TypedPropertyDescriptor<T> | void {
|
||||
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
|
||||
|
||||
if (typeof originalMethod !== 'function') {
|
||||
throw new Error(`@ServerOnly can only be applied to methods, not ${typeof originalMethod}`);
|
||||
}
|
||||
|
||||
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
|
||||
if (!this.scene?.isServer) {
|
||||
return undefined;
|
||||
}
|
||||
return originalMethod.apply(this, args);
|
||||
} as unknown as T;
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 客户端专用方法装饰器
|
||||
* @en Client-only method decorator
|
||||
*
|
||||
* @zh 被装饰的方法只会在客户端环境执行(scene.isClient === true)。
|
||||
* 在服务端或单机模式下,方法调用会被静默跳过。
|
||||
*
|
||||
* @en Decorated methods only execute in client environment (scene.isClient === true).
|
||||
* In server or standalone mode, method calls are silently skipped.
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* class RenderSystem extends EntitySystem {
|
||||
* @ClientOnly()
|
||||
* private updateVisuals(): void {
|
||||
* // 只在客户端执行渲染逻辑
|
||||
* // Only update visuals on client
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function ClientOnly(): MethodDecorator {
|
||||
return function <T>(
|
||||
_target: object,
|
||||
_propertyKey: string | symbol,
|
||||
descriptor: TypedPropertyDescriptor<T>
|
||||
): TypedPropertyDescriptor<T> | void {
|
||||
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
|
||||
|
||||
if (typeof originalMethod !== 'function') {
|
||||
throw new Error(`@ClientOnly can only be applied to methods, not ${typeof originalMethod}`);
|
||||
}
|
||||
|
||||
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
|
||||
if (!this.scene?.isClient) {
|
||||
return undefined;
|
||||
}
|
||||
return originalMethod.apply(this, args);
|
||||
} as unknown as T;
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 非客户端环境方法装饰器
|
||||
* @en Non-client method decorator
|
||||
*
|
||||
* @zh 被装饰的方法在服务端和单机模式下执行,但不在客户端执行。
|
||||
* 用于需要在服务端和单机都运行,但客户端跳过的逻辑。
|
||||
*
|
||||
* @en Decorated methods execute in server and standalone mode, but not on client.
|
||||
* Used for logic that should run on server and standalone, but skip on client.
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* class SpawnSystem extends EntitySystem {
|
||||
* @NotClient()
|
||||
* private spawnEntities(): void {
|
||||
* // 服务端和单机模式执行,客户端跳过
|
||||
* // Execute on server and standalone, skip on client
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function NotClient(): MethodDecorator {
|
||||
return function <T>(
|
||||
_target: object,
|
||||
_propertyKey: string | symbol,
|
||||
descriptor: TypedPropertyDescriptor<T>
|
||||
): TypedPropertyDescriptor<T> | void {
|
||||
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
|
||||
|
||||
if (typeof originalMethod !== 'function') {
|
||||
throw new Error(`@NotClient can only be applied to methods, not ${typeof originalMethod}`);
|
||||
}
|
||||
|
||||
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
|
||||
if (this.scene?.isClient) {
|
||||
return undefined;
|
||||
}
|
||||
return originalMethod.apply(this, args);
|
||||
} as unknown as T;
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 非服务端环境方法装饰器
|
||||
* @en Non-server method decorator
|
||||
*
|
||||
* @zh 被装饰的方法在客户端和单机模式下执行,但不在服务端执行。
|
||||
* 用于需要在客户端和单机都运行,但服务端跳过的逻辑(如渲染、音效)。
|
||||
*
|
||||
* @en Decorated methods execute in client and standalone mode, but not on server.
|
||||
* Used for logic that should run on client and standalone, but skip on server (like rendering, audio).
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* class AudioSystem extends EntitySystem {
|
||||
* @NotServer()
|
||||
* private playSound(): void {
|
||||
* // 客户端和单机模式执行,服务端跳过
|
||||
* // Execute on client and standalone, skip on server
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function NotServer(): MethodDecorator {
|
||||
return function <T>(
|
||||
_target: object,
|
||||
_propertyKey: string | symbol,
|
||||
descriptor: TypedPropertyDescriptor<T>
|
||||
): TypedPropertyDescriptor<T> | void {
|
||||
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
|
||||
|
||||
if (typeof originalMethod !== 'function') {
|
||||
throw new Error(`@NotServer can only be applied to methods, not ${typeof originalMethod}`);
|
||||
}
|
||||
|
||||
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
|
||||
if (this.scene?.isServer) {
|
||||
return undefined;
|
||||
}
|
||||
return originalMethod.apply(this, args);
|
||||
} as unknown as T;
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
@@ -19,6 +19,7 @@ import {
|
||||
type ComponentEditorOptions,
|
||||
type ComponentType
|
||||
} from '../Core/ComponentStorage/ComponentTypeUtils';
|
||||
import { SYNC_METADATA, type SyncMetadata } from '../Sync/types';
|
||||
|
||||
/**
|
||||
* 存储系统类型名称的Symbol键
|
||||
@@ -138,6 +139,14 @@ export function ECSComponent(typeName: string, options?: ComponentOptions) {
|
||||
metadata[COMPONENT_EDITOR_OPTIONS] = options.editor;
|
||||
}
|
||||
|
||||
// 更新 @sync 装饰器创建的 SYNC_METADATA.typeId(如果存在)
|
||||
// Update SYNC_METADATA.typeId created by @sync decorator (if exists)
|
||||
// Property decorators execute before class decorators, so @sync may have used constructor.name
|
||||
const syncMeta = (target as any)[SYNC_METADATA] as SyncMetadata | undefined;
|
||||
if (syncMeta) {
|
||||
syncMeta.typeId = typeName;
|
||||
}
|
||||
|
||||
// 自动注册到全局 ComponentRegistry,使组件可以通过名称查找
|
||||
// Auto-register to GlobalComponentRegistry, enabling lookup by name
|
||||
GlobalComponentRegistry.register(target);
|
||||
|
||||
@@ -82,3 +82,14 @@ export {
|
||||
hasSchedulingMetadata,
|
||||
SCHEDULING_METADATA
|
||||
} from './SystemScheduling';
|
||||
|
||||
// ============================================================================
|
||||
// Runtime Environment Decorators
|
||||
// 运行时环境装饰器
|
||||
// ============================================================================
|
||||
export {
|
||||
ServerOnly,
|
||||
ClientOnly,
|
||||
NotServer,
|
||||
NotClient
|
||||
} from './RuntimeEnvironment';
|
||||
|
||||
@@ -7,14 +7,7 @@ import { getComponentInstanceTypeName, getComponentTypeName } from './Decorators
|
||||
import { generateGUID } from '../Utils/GUID';
|
||||
import type { IScene } from './IScene';
|
||||
import { EntityHandle, NULL_HANDLE } from './Core/EntityHandle';
|
||||
|
||||
/**
|
||||
* @zh 组件活跃状态变化接口
|
||||
* @en Interface for component active state change
|
||||
*/
|
||||
interface IActiveChangeable {
|
||||
onActiveChanged(): void;
|
||||
}
|
||||
import { ECSEventType } from './CoreEvents';
|
||||
|
||||
/**
|
||||
* @zh 比较两个实体的优先级
|
||||
@@ -482,9 +475,10 @@ export class Entity {
|
||||
}
|
||||
|
||||
if (this.scene.eventSystem) {
|
||||
this.scene.eventSystem.emitSync('component:added', {
|
||||
this.scene.eventSystem.emitSync(ECSEventType.COMPONENT_ADDED, {
|
||||
timestamp: Date.now(),
|
||||
source: 'Entity',
|
||||
entity: this,
|
||||
entityId: this.id,
|
||||
entityName: this.name,
|
||||
entityTag: this.tag?.toString(),
|
||||
@@ -639,7 +633,7 @@ export class Entity {
|
||||
component.entityId = null;
|
||||
|
||||
if (this.scene?.eventSystem) {
|
||||
this.scene.eventSystem.emitSync('component:removed', {
|
||||
this.scene.eventSystem.emitSync(ECSEventType.COMPONENT_REMOVED, {
|
||||
timestamp: Date.now(),
|
||||
source: 'Entity',
|
||||
entityId: this.id,
|
||||
@@ -770,19 +764,23 @@ export class Entity {
|
||||
}
|
||||
|
||||
/**
|
||||
* 活跃状态改变时的回调
|
||||
* @zh 活跃状态改变时的回调
|
||||
* @en Callback when active state changes
|
||||
*
|
||||
* @zh 通过事件系统发出 ENTITY_ENABLED 或 ENTITY_DISABLED 事件,
|
||||
* 组件可以通过监听这些事件来响应实体状态变化。
|
||||
* @en Emits ENTITY_ENABLED or ENTITY_DISABLED event through the event system.
|
||||
* Components can listen to these events to respond to entity state changes.
|
||||
*/
|
||||
private onActiveChanged(): void {
|
||||
for (const component of this.components) {
|
||||
if ('onActiveChanged' in component && typeof component.onActiveChanged === 'function') {
|
||||
(component as IActiveChangeable).onActiveChanged();
|
||||
}
|
||||
}
|
||||
if (this.scene?.eventSystem) {
|
||||
const eventType = this._active
|
||||
? ECSEventType.ENTITY_ENABLED
|
||||
: ECSEventType.ENTITY_DISABLED;
|
||||
|
||||
if (this.scene && this.scene.eventSystem) {
|
||||
this.scene.eventSystem.emitSync('entity:activeChanged', {
|
||||
this.scene.eventSystem.emitSync(eventType, {
|
||||
entity: this,
|
||||
active: this._active
|
||||
scene: this.scene,
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -801,6 +799,15 @@ export class Entity {
|
||||
|
||||
this._isDestroyed = true;
|
||||
|
||||
// 在清理之前发出销毁事件(组件仍然可访问)
|
||||
if (this.scene?.eventSystem) {
|
||||
this.scene.eventSystem.emitSync(ECSEventType.ENTITY_DESTROYED, {
|
||||
entity: this,
|
||||
entityId: this.id,
|
||||
scene: this.scene,
|
||||
});
|
||||
}
|
||||
|
||||
if (this.scene && this.scene.referenceTracker) {
|
||||
this.scene.referenceTracker.clearReferencesTo(this.id);
|
||||
this.scene.referenceTracker.unregisterEntityScene(this.id);
|
||||
|
||||
@@ -12,6 +12,10 @@ import type { ServiceContainer, ServiceType } from '../Core/ServiceContainer';
|
||||
import type { TypedQueryBuilder } from './Core/Query/TypedQuery';
|
||||
import type { SceneSerializationOptions, SceneDeserializationOptions } from './Serialization/SceneSerializer';
|
||||
import type { IncrementalSnapshot, IncrementalSerializationOptions } from './Serialization/IncrementalSerializer';
|
||||
import type { RuntimeEnvironment } from '../Types';
|
||||
|
||||
// Re-export for convenience
|
||||
export type { RuntimeEnvironment };
|
||||
|
||||
/**
|
||||
* 场景接口定义
|
||||
@@ -113,6 +117,27 @@ export type IScene = {
|
||||
*/
|
||||
isEditorMode: boolean;
|
||||
|
||||
/**
|
||||
* @zh 运行时环境
|
||||
* @en Runtime environment
|
||||
*
|
||||
* @zh 标识场景运行在服务端、客户端还是单机模式
|
||||
* @en Indicates whether scene runs on server, client, or standalone mode
|
||||
*/
|
||||
readonly runtimeEnvironment: RuntimeEnvironment;
|
||||
|
||||
/**
|
||||
* @zh 是否在服务端运行
|
||||
* @en Whether running on server
|
||||
*/
|
||||
readonly isServer: boolean;
|
||||
|
||||
/**
|
||||
* @zh 是否在客户端运行
|
||||
* @en Whether running on client
|
||||
*/
|
||||
readonly isClient: boolean;
|
||||
|
||||
/**
|
||||
* 获取系统列表
|
||||
*/
|
||||
@@ -395,4 +420,18 @@ export type ISceneConfig = {
|
||||
* @default 10
|
||||
*/
|
||||
maxSystemErrorCount?: number;
|
||||
|
||||
/**
|
||||
* @zh 运行时环境
|
||||
* @en Runtime environment
|
||||
*
|
||||
* @zh 用于区分场景运行在服务端、客户端还是单机模式。
|
||||
* 配合 @ServerOnly / @ClientOnly 装饰器使用,可以让系统方法只在特定环境执行。
|
||||
*
|
||||
* @en Used to distinguish whether scene runs on server, client, or standalone mode.
|
||||
* Works with @ServerOnly / @ClientOnly decorators to make system methods execute only in specific environments.
|
||||
*
|
||||
* @default 'standalone'
|
||||
*/
|
||||
runtimeEnvironment?: RuntimeEnvironment;
|
||||
}
|
||||
|
||||
@@ -12,7 +12,8 @@ import type { IComponentRegistry } from './Core/ComponentStorage';
|
||||
import { QuerySystem } from './Core/QuerySystem';
|
||||
import { TypeSafeEventSystem } from './Core/EventSystem';
|
||||
import { ReferenceTracker } from './Core/ReferenceTracker';
|
||||
import { IScene, ISceneConfig } from './IScene';
|
||||
import { IScene, ISceneConfig, RuntimeEnvironment } from './IScene';
|
||||
import { RuntimeConfig } from '../RuntimeConfig';
|
||||
import { getComponentInstanceTypeName, getSystemInstanceTypeName, getSystemMetadata, getSystemInstanceMetadata } from './Decorators';
|
||||
import { TypedQueryBuilder } from './Core/Query/TypedQuery';
|
||||
import {
|
||||
@@ -180,6 +181,45 @@ export class Scene implements IScene {
|
||||
*/
|
||||
public isEditorMode: boolean = false;
|
||||
|
||||
/**
|
||||
* @zh 场景级别的运行时环境覆盖
|
||||
* @en Scene-level runtime environment override
|
||||
*
|
||||
* @zh 如果未设置,则从 Core.runtimeEnvironment 读取
|
||||
* @en If not set, reads from Core.runtimeEnvironment
|
||||
*/
|
||||
private _runtimeEnvironmentOverride: RuntimeEnvironment | undefined;
|
||||
|
||||
/**
|
||||
* @zh 获取运行时环境
|
||||
* @en Get runtime environment
|
||||
*
|
||||
* @zh 优先返回场景级别设置,否则返回 Core 全局设置
|
||||
* @en Returns scene-level setting if set, otherwise returns Core global setting
|
||||
*/
|
||||
public get runtimeEnvironment(): RuntimeEnvironment {
|
||||
if (this._runtimeEnvironmentOverride) {
|
||||
return this._runtimeEnvironmentOverride;
|
||||
}
|
||||
return RuntimeConfig.runtimeEnvironment;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否在服务端运行
|
||||
* @en Whether running on server
|
||||
*/
|
||||
public get isServer(): boolean {
|
||||
return this.runtimeEnvironment === 'server';
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否在客户端运行
|
||||
* @en Whether running on client
|
||||
*/
|
||||
public get isClient(): boolean {
|
||||
return this.runtimeEnvironment === 'client';
|
||||
}
|
||||
|
||||
/**
|
||||
* 延迟的组件生命周期回调队列
|
||||
*
|
||||
@@ -398,6 +438,11 @@ export class Scene implements IScene {
|
||||
this._logger = createLogger('Scene');
|
||||
this._maxErrorCount = config?.maxSystemErrorCount ?? 10;
|
||||
|
||||
// 只有显式指定时才覆盖,否则从 Core 读取
|
||||
if (config?.runtimeEnvironment) {
|
||||
this._runtimeEnvironmentOverride = config.runtimeEnvironment;
|
||||
}
|
||||
|
||||
if (config?.name) {
|
||||
this.name = config.name;
|
||||
}
|
||||
|
||||
147
packages/framework/core/src/ECS/Sync/NetworkEntityDecorator.ts
Normal file
147
packages/framework/core/src/ECS/Sync/NetworkEntityDecorator.ts
Normal file
@@ -0,0 +1,147 @@
|
||||
/**
|
||||
* @zh 网络实体装饰器
|
||||
* @en Network entity decorator
|
||||
*
|
||||
* @zh 提供 @NetworkEntity 装饰器,用于标记需要自动广播生成/销毁的组件
|
||||
* @en Provides @NetworkEntity decorator to mark components for automatic spawn/despawn broadcasting
|
||||
*/
|
||||
|
||||
/**
|
||||
* @zh 网络实体元数据的 Symbol 键
|
||||
* @en Symbol key for network entity metadata
|
||||
*/
|
||||
export const NETWORK_ENTITY_METADATA = Symbol('NetworkEntityMetadata');
|
||||
|
||||
/**
|
||||
* @zh 网络实体元数据
|
||||
* @en Network entity metadata
|
||||
*/
|
||||
export interface NetworkEntityMetadata {
|
||||
/**
|
||||
* @zh 预制体类型名称(用于客户端重建实体)
|
||||
* @en Prefab type name (used by client to reconstruct entity)
|
||||
*/
|
||||
prefabType: string;
|
||||
|
||||
/**
|
||||
* @zh 是否自动广播生成
|
||||
* @en Whether to auto-broadcast spawn
|
||||
* @default true
|
||||
*/
|
||||
autoSpawn: boolean;
|
||||
|
||||
/**
|
||||
* @zh 是否自动广播销毁
|
||||
* @en Whether to auto-broadcast despawn
|
||||
* @default true
|
||||
*/
|
||||
autoDespawn: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 网络实体装饰器配置选项
|
||||
* @en Network entity decorator options
|
||||
*/
|
||||
export interface NetworkEntityOptions {
|
||||
/**
|
||||
* @zh 是否自动广播生成
|
||||
* @en Whether to auto-broadcast spawn
|
||||
* @default true
|
||||
*/
|
||||
autoSpawn?: boolean;
|
||||
|
||||
/**
|
||||
* @zh 是否自动广播销毁
|
||||
* @en Whether to auto-broadcast despawn
|
||||
* @default true
|
||||
*/
|
||||
autoDespawn?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 网络实体装饰器
|
||||
* @en Network entity decorator
|
||||
*
|
||||
* @zh 标记组件类为网络实体。当包含此组件的实体被创建或销毁时,
|
||||
* ECSRoom 会自动广播相应的 spawn/despawn 消息给所有客户端。
|
||||
* @en Marks a component class as a network entity. When an entity containing
|
||||
* this component is created or destroyed, ECSRoom will automatically broadcast
|
||||
* the corresponding spawn/despawn messages to all clients.
|
||||
*
|
||||
* @param prefabType - @zh 预制体类型名称 @en Prefab type name
|
||||
* @param options - @zh 可选配置 @en Optional configuration
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { Component, ECSComponent, NetworkEntity, sync } from '@esengine/ecs-framework';
|
||||
*
|
||||
* @ECSComponent('Enemy')
|
||||
* @NetworkEntity('Enemy')
|
||||
* class EnemyComponent extends Component {
|
||||
* @sync('float32') x: number = 0;
|
||||
* @sync('float32') y: number = 0;
|
||||
* @sync('uint16') health: number = 100;
|
||||
* }
|
||||
*
|
||||
* // 当添加此组件到实体时,ECSRoom 会自动广播 spawn
|
||||
* const enemy = scene.createEntity('Enemy');
|
||||
* enemy.addComponent(new EnemyComponent()); // 自动广播给所有客户端
|
||||
*
|
||||
* // 当实体销毁时,自动广播 despawn
|
||||
* enemy.destroy(); // 自动广播给所有客户端
|
||||
* ```
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 只自动广播生成,销毁由手动控制
|
||||
* @ECSComponent('Bullet')
|
||||
* @NetworkEntity('Bullet', { autoDespawn: false })
|
||||
* class BulletComponent extends Component {
|
||||
* @sync('float32') x: number = 0;
|
||||
* @sync('float32') y: number = 0;
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function NetworkEntity(prefabType: string, options?: NetworkEntityOptions) {
|
||||
return function <T extends new (...args: any[]) => any>(target: T): T {
|
||||
const metadata: NetworkEntityMetadata = {
|
||||
prefabType,
|
||||
autoSpawn: options?.autoSpawn ?? true,
|
||||
autoDespawn: options?.autoDespawn ?? true,
|
||||
};
|
||||
|
||||
(target as any)[NETWORK_ENTITY_METADATA] = metadata;
|
||||
|
||||
return target;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取组件类的网络实体元数据
|
||||
* @en Get network entity metadata for a component class
|
||||
*
|
||||
* @param componentClass - @zh 组件类或组件实例 @en Component class or instance
|
||||
* @returns @zh 网络实体元数据,如果不存在则返回 null @en Network entity metadata, or null if not exists
|
||||
*/
|
||||
export function getNetworkEntityMetadata(componentClass: any): NetworkEntityMetadata | null {
|
||||
if (!componentClass) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const constructor = typeof componentClass === 'function'
|
||||
? componentClass
|
||||
: componentClass.constructor;
|
||||
|
||||
return constructor[NETWORK_ENTITY_METADATA] || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查组件是否标记为网络实体
|
||||
* @en Check if a component is marked as a network entity
|
||||
*
|
||||
* @param component - @zh 组件类或组件实例 @en Component class or instance
|
||||
* @returns @zh 如果是网络实体返回 true @en Returns true if is a network entity
|
||||
*/
|
||||
export function isNetworkEntity(component: any): boolean {
|
||||
return getNetworkEntityMetadata(component) !== null;
|
||||
}
|
||||
@@ -9,6 +9,7 @@
|
||||
import type { SyncType, SyncFieldMetadata, SyncMetadata } from './types';
|
||||
import { SYNC_METADATA, CHANGE_TRACKER } from './types';
|
||||
import { ChangeTracker } from './ChangeTracker';
|
||||
import { getComponentTypeName } from '../Core/ComponentStorage/ComponentTypeUtils';
|
||||
|
||||
/**
|
||||
* @zh 获取或创建组件的同步元数据
|
||||
@@ -31,8 +32,9 @@ function getOrCreateSyncMetadata(target: any): SyncMetadata {
|
||||
const inheritedMetadata: SyncMetadata | undefined = constructor[SYNC_METADATA];
|
||||
|
||||
// Create new metadata (copy from inherited if exists)
|
||||
// Use getComponentTypeName to get @ECSComponent decorator name, or fall back to constructor.name
|
||||
const metadata: SyncMetadata = {
|
||||
typeId: constructor.name,
|
||||
typeId: getComponentTypeName(constructor),
|
||||
fields: inheritedMetadata ? [...inheritedMetadata.fields] : [],
|
||||
fieldIndexMap: inheritedMetadata ? new Map(inheritedMetadata.fieldIndexMap) : new Map()
|
||||
};
|
||||
|
||||
@@ -12,39 +12,7 @@ import type { Scene } from '../../Scene';
|
||||
import type { SyncType, SyncMetadata } from '../types';
|
||||
import { SyncOperation, SYNC_METADATA } from '../types';
|
||||
import { BinaryReader } from './BinaryReader';
|
||||
|
||||
/**
|
||||
* @zh 组件类型注册表
|
||||
* @en Component type registry
|
||||
*/
|
||||
const componentRegistry = new Map<string, new () => Component>();
|
||||
|
||||
/**
|
||||
* @zh 注册组件类型
|
||||
* @en Register component type
|
||||
*
|
||||
* @param typeId - @zh 组件类型 ID @en Component type ID
|
||||
* @param componentClass - @zh 组件类 @en Component class
|
||||
*/
|
||||
export function registerSyncComponent<T extends Component>(
|
||||
typeId: string,
|
||||
componentClass: new () => T
|
||||
): void {
|
||||
componentRegistry.set(typeId, componentClass);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 从 @ECSComponent 装饰器自动注册
|
||||
* @en Auto-register from @ECSComponent decorator
|
||||
*
|
||||
* @param componentClass - @zh 组件类 @en Component class
|
||||
*/
|
||||
export function autoRegisterSyncComponent(componentClass: new () => Component): void {
|
||||
const metadata: SyncMetadata | undefined = (componentClass as any)[SYNC_METADATA];
|
||||
if (metadata) {
|
||||
componentRegistry.set(metadata.typeId, componentClass);
|
||||
}
|
||||
}
|
||||
import { GlobalComponentRegistry } from '../../Core/ComponentStorage/ComponentRegistry';
|
||||
|
||||
/**
|
||||
* @zh 解码字段值
|
||||
@@ -166,8 +134,8 @@ export function decodeEntity(
|
||||
const typeId = reader.readString();
|
||||
componentTypes.push(typeId);
|
||||
|
||||
// Find component class from registry
|
||||
const componentClass = componentRegistry.get(typeId);
|
||||
// Find component class from GlobalComponentRegistry
|
||||
const componentClass = GlobalComponentRegistry.getComponentType(typeId) as (new () => Component) | null;
|
||||
if (!componentClass) {
|
||||
console.warn(`Unknown component type: ${typeId}`);
|
||||
// Skip component data - we need to read it to advance the reader
|
||||
@@ -306,7 +274,7 @@ export function decodeSpawn(
|
||||
const typeId = reader.readString();
|
||||
componentTypes.push(typeId);
|
||||
|
||||
const componentClass = componentRegistry.get(typeId);
|
||||
const componentClass = GlobalComponentRegistry.getComponentType(typeId) as (new () => Component) | null;
|
||||
if (!componentClass) {
|
||||
console.warn(`Unknown component type: ${typeId}`);
|
||||
// Try to skip
|
||||
@@ -322,7 +290,7 @@ export function decodeSpawn(
|
||||
continue;
|
||||
}
|
||||
|
||||
const component = entity.addComponent(new componentClass());
|
||||
const component = entity.addComponent(new (componentClass as new () => Component)());
|
||||
decodeComponent(component, metadata, reader);
|
||||
}
|
||||
|
||||
|
||||
@@ -34,8 +34,6 @@ export {
|
||||
|
||||
// Decoder
|
||||
export {
|
||||
registerSyncComponent,
|
||||
autoRegisterSyncComponent,
|
||||
decodeComponent,
|
||||
decodeEntity,
|
||||
decodeSnapshot,
|
||||
|
||||
@@ -51,5 +51,15 @@ export {
|
||||
hasChanges
|
||||
} from './decorators';
|
||||
|
||||
// Network Entity Decorator
|
||||
export {
|
||||
NetworkEntity,
|
||||
getNetworkEntityMetadata,
|
||||
isNetworkEntity,
|
||||
NETWORK_ENTITY_METADATA,
|
||||
type NetworkEntityMetadata,
|
||||
type NetworkEntityOptions
|
||||
} from './NetworkEntityDecorator';
|
||||
|
||||
// Encoding
|
||||
export * from './encoding';
|
||||
|
||||
@@ -7,7 +7,7 @@ export * from './Utils';
|
||||
export * from './Decorators';
|
||||
export * from './Components';
|
||||
export { Scene } from './Scene';
|
||||
export type { IScene, ISceneFactory, ISceneConfig } from './IScene';
|
||||
export type { IScene, ISceneFactory, ISceneConfig, RuntimeEnvironment } from './IScene';
|
||||
export { SceneManager } from './SceneManager';
|
||||
export { World } from './World';
|
||||
export type { IWorldConfig } from './World';
|
||||
|
||||
50
packages/framework/core/src/RuntimeConfig.ts
Normal file
50
packages/framework/core/src/RuntimeConfig.ts
Normal file
@@ -0,0 +1,50 @@
|
||||
import type { RuntimeEnvironment } from './Types';
|
||||
|
||||
/**
|
||||
* @zh 全局运行时配置
|
||||
* @en Global runtime configuration
|
||||
*
|
||||
* @zh 独立模块,避免 Core 和 Scene 之间的循环依赖
|
||||
* @en Standalone module to avoid circular dependency between Core and Scene
|
||||
*/
|
||||
class RuntimeConfigClass {
|
||||
private _runtimeEnvironment: RuntimeEnvironment = 'standalone';
|
||||
|
||||
/**
|
||||
* @zh 获取运行时环境
|
||||
* @en Get runtime environment
|
||||
*/
|
||||
get runtimeEnvironment(): RuntimeEnvironment {
|
||||
return this._runtimeEnvironment;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置运行时环境
|
||||
* @en Set runtime environment
|
||||
*/
|
||||
set runtimeEnvironment(value: RuntimeEnvironment) {
|
||||
this._runtimeEnvironment = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否在服务端运行
|
||||
* @en Whether running on server
|
||||
*/
|
||||
get isServer(): boolean {
|
||||
return this._runtimeEnvironment === 'server';
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否在客户端运行
|
||||
* @en Whether running on client
|
||||
*/
|
||||
get isClient(): boolean {
|
||||
return this._runtimeEnvironment === 'client';
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 全局运行时配置单例
|
||||
* @en Global runtime configuration singleton
|
||||
*/
|
||||
export const RuntimeConfig = new RuntimeConfigClass();
|
||||
@@ -267,6 +267,12 @@ export type IECSDebugConfig = {
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 运行时环境类型
|
||||
* @en Runtime environment type
|
||||
*/
|
||||
export type RuntimeEnvironment = 'server' | 'client' | 'standalone';
|
||||
|
||||
/**
|
||||
* Core配置接口
|
||||
*/
|
||||
@@ -277,6 +283,16 @@ export type ICoreConfig = {
|
||||
debugConfig?: IECSDebugConfig;
|
||||
/** WorldManager配置 */
|
||||
worldManagerConfig?: IWorldManagerConfig;
|
||||
/**
|
||||
* @zh 运行时环境
|
||||
* @en Runtime environment
|
||||
*
|
||||
* @zh 设置后所有 Scene 默认继承此环境。服务端框架应设置为 'server',客户端应用设置为 'client'。
|
||||
* @en All Scenes inherit this environment by default. Server frameworks should set 'server', client apps should set 'client'.
|
||||
*
|
||||
* @default 'standalone'
|
||||
*/
|
||||
runtimeEnvironment?: RuntimeEnvironment;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
|
||||
// 核心模块
|
||||
export { Core } from './Core';
|
||||
export { RuntimeConfig } from './RuntimeConfig';
|
||||
export { ServiceContainer, ServiceLifetime } from './Core/ServiceContainer';
|
||||
export type { IService, ServiceType, ServiceIdentifier } from './Core/ServiceContainer';
|
||||
|
||||
|
||||
@@ -53,7 +53,7 @@ describe('@sync 装饰器测试', () => {
|
||||
const metadata = getSyncMetadata(PlayerComponent);
|
||||
|
||||
expect(metadata).not.toBeNull();
|
||||
expect(metadata!.typeId).toBe('PlayerComponent');
|
||||
expect(metadata!.typeId).toBe('SyncTest_PlayerComponent');
|
||||
expect(metadata!.fields.length).toBe(4);
|
||||
});
|
||||
|
||||
|
||||
@@ -13,8 +13,7 @@ import {
|
||||
import {
|
||||
decodeSnapshot,
|
||||
decodeSpawn,
|
||||
processDespawn,
|
||||
registerSyncComponent
|
||||
processDespawn
|
||||
} from '../../../src/ECS/Sync/encoding/Decoder';
|
||||
import { SyncOperation } from '../../../src/ECS/Sync/types';
|
||||
|
||||
@@ -320,10 +319,7 @@ describe('BinaryWriter/BinaryReader - 二进制读写器测试', () => {
|
||||
describe('Encoder/Decoder - 实体编解码测试', () => {
|
||||
let scene: Scene;
|
||||
|
||||
beforeAll(() => {
|
||||
registerSyncComponent('PlayerComponent', PlayerComponent);
|
||||
registerSyncComponent('AllTypesComponent', AllTypesComponent);
|
||||
});
|
||||
// Components are auto-registered via @ECSComponent decorator
|
||||
|
||||
beforeEach(() => {
|
||||
scene = new Scene();
|
||||
@@ -414,7 +410,7 @@ describe('Encoder/Decoder - 实体编解码测试', () => {
|
||||
|
||||
expect(result).not.toBeNull();
|
||||
expect(result!.prefabType).toBe('Player');
|
||||
expect(result!.componentTypes).toContain('PlayerComponent');
|
||||
expect(result!.componentTypes).toContain('EncodingTest_PlayerComponent');
|
||||
|
||||
const decodedComp = result!.entity.getComponent(PlayerComponent);
|
||||
expect(decodedComp!.name).toBe("SpawnedPlayer");
|
||||
@@ -470,10 +466,6 @@ describe('Encoder/Decoder - 实体编解码测试', () => {
|
||||
});
|
||||
|
||||
describe('所有同步类型编解码', () => {
|
||||
beforeAll(() => {
|
||||
registerSyncComponent('AllTypesComponent', AllTypesComponent);
|
||||
});
|
||||
|
||||
test('应该正确编解码所有类型', () => {
|
||||
const entity = scene.createEntity('AllTypes');
|
||||
const comp = entity.addComponent(new AllTypesComponent());
|
||||
|
||||
@@ -1,5 +1,45 @@
|
||||
# @esengine/fsm
|
||||
|
||||
## 4.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||
- @esengine/ecs-framework@2.7.1
|
||||
- @esengine/blueprint@4.0.1
|
||||
|
||||
## 4.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||
- @esengine/ecs-framework@2.7.0
|
||||
- @esengine/blueprint@4.0.0
|
||||
|
||||
## 3.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||
- @esengine/ecs-framework@2.6.1
|
||||
- @esengine/blueprint@3.0.1
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
- @esengine/blueprint@3.0.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
- @esengine/blueprint@2.0.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/fsm",
|
||||
"version": "2.0.0",
|
||||
"version": "4.0.1",
|
||||
"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,45 @@
|
||||
# @esengine/network
|
||||
|
||||
## 5.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||
- @esengine/ecs-framework@2.7.1
|
||||
- @esengine/blueprint@4.0.1
|
||||
|
||||
## 5.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||
- @esengine/ecs-framework@2.7.0
|
||||
- @esengine/blueprint@4.0.0
|
||||
|
||||
## 4.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||
- @esengine/ecs-framework@2.6.1
|
||||
- @esengine/blueprint@3.0.1
|
||||
|
||||
## 4.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
- @esengine/blueprint@3.0.0
|
||||
|
||||
## 3.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
- @esengine/blueprint@2.0.1
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/network",
|
||||
"version": "3.0.0",
|
||||
"version": "5.0.1",
|
||||
"description": "Network synchronization for multiplayer games",
|
||||
"esengine": {
|
||||
"plugin": true,
|
||||
|
||||
@@ -23,7 +23,7 @@ import {
|
||||
decodeSnapshot,
|
||||
decodeSpawn,
|
||||
processDespawn,
|
||||
registerSyncComponent,
|
||||
GlobalComponentRegistry,
|
||||
type DecodeSnapshotResult,
|
||||
type DecodeSpawnResult,
|
||||
} from '@esengine/ecs-framework';
|
||||
@@ -166,10 +166,7 @@ export class ComponentSyncSystem extends EntitySystem {
|
||||
* @en Client needs to call this to register all component types to be synced
|
||||
*/
|
||||
public registerComponent<T extends new () => any>(componentClass: T): void {
|
||||
const metadata: SyncMetadata | undefined = (componentClass as any)[SYNC_METADATA];
|
||||
if (metadata) {
|
||||
registerSyncComponent(metadata.typeId, componentClass as any);
|
||||
}
|
||||
GlobalComponentRegistry.register(componentClass as any);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
|
||||
@@ -1,5 +1,45 @@
|
||||
# @esengine/pathfinding
|
||||
|
||||
## 4.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||
- @esengine/ecs-framework@2.7.1
|
||||
- @esengine/blueprint@4.0.1
|
||||
|
||||
## 4.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||
- @esengine/ecs-framework@2.7.0
|
||||
- @esengine/blueprint@4.0.0
|
||||
|
||||
## 3.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||
- @esengine/ecs-framework@2.6.1
|
||||
- @esengine/blueprint@3.0.1
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
- @esengine/blueprint@3.0.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
- @esengine/blueprint@2.0.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/pathfinding",
|
||||
"version": "2.0.0",
|
||||
"version": "4.0.1",
|
||||
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,45 @@
|
||||
# @esengine/procgen
|
||||
|
||||
## 4.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||
- @esengine/ecs-framework@2.7.1
|
||||
- @esengine/blueprint@4.0.1
|
||||
|
||||
## 4.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||
- @esengine/ecs-framework@2.7.0
|
||||
- @esengine/blueprint@4.0.0
|
||||
|
||||
## 3.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||
- @esengine/ecs-framework@2.6.1
|
||||
- @esengine/blueprint@3.0.1
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
- @esengine/blueprint@3.0.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
- @esengine/blueprint@2.0.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/procgen",
|
||||
"version": "2.0.0",
|
||||
"version": "4.0.1",
|
||||
"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,60 @@
|
||||
# @esengine/server
|
||||
|
||||
## 4.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||
- @esengine/ecs-framework@2.7.0
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁
|
||||
|
||||
### 新功能
|
||||
|
||||
**@NetworkEntity 装饰器**
|
||||
- 标记组件为网络实体,自动广播 spawn/despawn 消息
|
||||
- 支持 `autoSpawn` 和 `autoDespawn` 配置选项
|
||||
- 通过事件系统(`ECSEventType.COMPONENT_ADDED` / `ECSEventType.ENTITY_DESTROYED`)实现
|
||||
|
||||
**ECSRoom 增强**
|
||||
- 新增 `enableAutoNetworkEntity` 配置选项(默认启用)
|
||||
- 自动监听组件添加和实体销毁事件
|
||||
- 简化 GameRoom 实现,无需手动回调
|
||||
|
||||
### 改进
|
||||
|
||||
**Entity 事件**
|
||||
- `Entity.destroy()` 现在发出 `entity:destroyed` 事件
|
||||
- `Entity.active` 变化时发出 `entity:enabled` / `entity:disabled` 事件
|
||||
- 使用 `ECSEventType` 常量替代硬编码字符串
|
||||
|
||||
### 使用示例
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Enemy')
|
||||
@NetworkEntity('Enemy')
|
||||
class EnemyComponent extends Component {
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
}
|
||||
|
||||
// 服务端
|
||||
const entity = scene.createEntity('Enemy');
|
||||
entity.addComponent(new EnemyComponent()); // 自动广播 spawn
|
||||
entity.destroy(); // 自动广播 despawn
|
||||
```
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/server",
|
||||
"version": "2.0.0",
|
||||
"version": "4.0.0",
|
||||
"description": "Game server framework for ESEngine with file-based routing",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
@@ -51,7 +51,7 @@
|
||||
"peerDependencies": {
|
||||
"ws": ">=8.0.0",
|
||||
"jsonwebtoken": ">=9.0.0",
|
||||
"@esengine/ecs-framework": ">=2.5.0"
|
||||
"@esengine/ecs-framework": ">=2.7.1"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"jsonwebtoken": {
|
||||
|
||||
@@ -20,6 +20,11 @@ import {
|
||||
encodeSpawn,
|
||||
encodeDespawn,
|
||||
initChangeTracker,
|
||||
// Network Entity
|
||||
NETWORK_ENTITY_METADATA,
|
||||
type NetworkEntityMetadata,
|
||||
// Events
|
||||
ECSEventType,
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
import { Room, type RoomOptions } from '../room/Room.js';
|
||||
@@ -45,11 +50,19 @@ export interface ECSRoomConfig {
|
||||
* @en Whether to enable delta sync
|
||||
*/
|
||||
enableDeltaSync: boolean;
|
||||
|
||||
/**
|
||||
* @zh 是否启用自动网络实体广播(基于 @NetworkEntity 装饰器)
|
||||
* @en Whether to enable automatic network entity broadcasting (based on @NetworkEntity decorator)
|
||||
* @default true
|
||||
*/
|
||||
enableAutoNetworkEntity: boolean;
|
||||
}
|
||||
|
||||
const DEFAULT_ECS_CONFIG: ECSRoomConfig = {
|
||||
syncInterval: 50, // 20 Hz
|
||||
enableDeltaSync: true,
|
||||
enableAutoNetworkEntity: true,
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -116,6 +129,12 @@ export abstract class ECSRoom<TState = any, TPlayerData = Record<string, unknown
|
||||
*/
|
||||
private readonly _playerEntities: Map<string, Entity> = new Map();
|
||||
|
||||
/**
|
||||
* @zh 网络实体映射(实体 ID -> prefabType)
|
||||
* @en Network entity mapping (entity ID -> prefabType)
|
||||
*/
|
||||
private readonly _networkEntities: Map<number, string> = new Map();
|
||||
|
||||
/**
|
||||
* @zh 上次同步时间
|
||||
* @en Last sync time
|
||||
@@ -131,6 +150,47 @@ export abstract class ECSRoom<TState = any, TPlayerData = Record<string, unknown
|
||||
this.scene = this.world.createScene('game');
|
||||
this.world.setSceneActive('game', true);
|
||||
this.world.start();
|
||||
|
||||
// 设置自动网络实体广播
|
||||
if (this.ecsConfig.enableAutoNetworkEntity) {
|
||||
this._setupAutoNetworkEntity();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置自动网络实体广播
|
||||
* @en Setup automatic network entity broadcasting
|
||||
*/
|
||||
private _setupAutoNetworkEntity(): void {
|
||||
// 监听组件添加事件,自动广播 spawn
|
||||
this.scene.eventSystem.on(ECSEventType.COMPONENT_ADDED, (event: any) => {
|
||||
const { entity, component } = event;
|
||||
const metadata: NetworkEntityMetadata | undefined =
|
||||
(component.constructor as any)[NETWORK_ENTITY_METADATA];
|
||||
|
||||
if (metadata?.autoSpawn) {
|
||||
// 避免重复广播同一实体
|
||||
if (!this._networkEntities.has(entity.id)) {
|
||||
this._networkEntities.set(entity.id, metadata.prefabType);
|
||||
this.broadcastSpawn(entity, metadata.prefabType);
|
||||
}
|
||||
}
|
||||
|
||||
// 记录需要自动 despawn 的实体
|
||||
if (metadata?.autoDespawn && !this._networkEntities.has(entity.id)) {
|
||||
this._networkEntities.set(entity.id, metadata.prefabType);
|
||||
}
|
||||
});
|
||||
|
||||
// 监听实体销毁事件,自动广播 despawn
|
||||
this.scene.eventSystem.on(ECSEventType.ENTITY_DESTROYED, (event: any) => {
|
||||
const { entityId } = event;
|
||||
if (this._networkEntities.has(entityId)) {
|
||||
const despawnData = encodeDespawn(entityId);
|
||||
this.broadcastBinary(despawnData);
|
||||
this._networkEntities.delete(entityId);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
|
||||
@@ -32,6 +32,9 @@
|
||||
export { ECSRoom } from './ECSRoom.js';
|
||||
export type { ECSRoomConfig } from './ECSRoom.js';
|
||||
|
||||
// Re-export Player for convenience
|
||||
export { Player, type IPlayer } from '../room/Player.js';
|
||||
|
||||
// Re-export commonly used ECS types for convenience
|
||||
export type {
|
||||
Entity,
|
||||
|
||||
@@ -1,5 +1,45 @@
|
||||
# @esengine/spatial
|
||||
|
||||
## 4.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||
- @esengine/ecs-framework@2.7.1
|
||||
- @esengine/blueprint@4.0.1
|
||||
|
||||
## 4.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||
- @esengine/ecs-framework@2.7.0
|
||||
- @esengine/blueprint@4.0.0
|
||||
|
||||
## 3.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||
- @esengine/ecs-framework@2.6.1
|
||||
- @esengine/blueprint@3.0.1
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
- @esengine/blueprint@3.0.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
- @esengine/blueprint@2.0.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/spatial",
|
||||
"version": "2.0.0",
|
||||
"version": "4.0.1",
|
||||
"description": "Spatial query and indexing system for ECS Framework / ECS 框架的空间查询和索引系统",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,45 @@
|
||||
# @esengine/timer
|
||||
|
||||
## 4.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
|
||||
- @esengine/ecs-framework@2.7.1
|
||||
- @esengine/blueprint@4.0.1
|
||||
|
||||
## 4.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
|
||||
- @esengine/ecs-framework@2.7.0
|
||||
- @esengine/blueprint@4.0.0
|
||||
|
||||
## 3.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
|
||||
- @esengine/ecs-framework@2.6.1
|
||||
- @esengine/blueprint@3.0.1
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
- @esengine/blueprint@3.0.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
- @esengine/blueprint@2.0.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/timer",
|
||||
"version": "2.0.0",
|
||||
"version": "4.0.1",
|
||||
"description": "Timer and cooldown system for ECS Framework / ECS 框架的定时器和冷却系统",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,19 @@
|
||||
# @esengine/transaction
|
||||
|
||||
## 2.0.5
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/server@4.0.0
|
||||
|
||||
## 2.0.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/server@3.0.0
|
||||
|
||||
## 2.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/transaction",
|
||||
"version": "2.0.3",
|
||||
"version": "2.0.5",
|
||||
"description": "Game transaction system with distributed support | 游戏事务系统,支持分布式事务",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -121,9 +121,9 @@ export class WeChatRapier2DLoader implements IWasmLibraryLoader<RapierModule> {
|
||||
// 导入 Rapier2D 标准版
|
||||
const RAPIER = await import('@esengine/rapier2d');
|
||||
|
||||
// 初始化 WASM - 标准版需要提供 WASM 路径
|
||||
const wasmPath = this._config.minigame?.wasmPath || 'wasm/rapier_wasm2d_bg.wasm';
|
||||
await RAPIER.init(wasmPath);
|
||||
// 初始化 WASM - WASM 已经作为 base64 嵌入到包中
|
||||
// Initialize WASM - WASM is embedded as base64 in the package
|
||||
await RAPIER.init();
|
||||
|
||||
return RAPIER;
|
||||
} finally {
|
||||
|
||||
@@ -53,10 +53,9 @@ export class WebRapier2DLoader implements IWasmLibraryLoader<RapierModule> {
|
||||
// 动态导入标准版
|
||||
const RAPIER = await import('@esengine/rapier2d');
|
||||
|
||||
// 初始化 WASM - 标准版需要提供 WASM 路径
|
||||
// 构建时 WASM 文件会被复制到 wasm/ 目录
|
||||
const wasmPath = this._config.web?.wasmPath || 'wasm/rapier_wasm2d_bg.wasm';
|
||||
await RAPIER.init(wasmPath);
|
||||
// 初始化 WASM - WASM 已经作为 base64 嵌入到包中
|
||||
// Initialize WASM - WASM is embedded as base64 in the package
|
||||
await RAPIER.init();
|
||||
|
||||
console.log(`[${this._config.name}] 加载完成`);
|
||||
return RAPIER;
|
||||
|
||||
@@ -19,11 +19,13 @@
|
||||
],
|
||||
"scripts": {
|
||||
"gen:src": "node scripts/gen-src.mjs",
|
||||
"build": "pnpm gen:src && tsup",
|
||||
"clean": "rimraf dist src"
|
||||
"build": "tsup",
|
||||
"build:regen": "pnpm gen:src && tsup",
|
||||
"clean": "rimraf dist"
|
||||
},
|
||||
"license": "Apache-2.0",
|
||||
"devDependencies": {
|
||||
"base64-js": "^1.5.1",
|
||||
"rimraf": "^5.0.0",
|
||||
"tsup": "^8.0.0",
|
||||
"typescript": "^5.0.0"
|
||||
|
||||
@@ -91,9 +91,8 @@ export class KinematicCharacterController {
|
||||
*/
|
||||
public setUp(vector: Vector) {
|
||||
let rawVect = VectorOps.intoRaw(vector);
|
||||
const result = this.raw.setUp(rawVect);
|
||||
return this.raw.setUp(rawVect);
|
||||
rawVect.free();
|
||||
return result;
|
||||
}
|
||||
|
||||
public applyImpulsesToDynamicBodies(): boolean {
|
||||
|
||||
@@ -28,9 +28,6 @@ export class DynamicRayCastVehicleController {
|
||||
bodies: RigidBodySet,
|
||||
colliders: ColliderSet,
|
||||
) {
|
||||
if (typeof RawDynamicRayCastVehicleController === 'undefined') {
|
||||
throw new Error('DynamicRayCastVehicleController is not available in 2D mode');
|
||||
}
|
||||
this.raw = new RawDynamicRayCastVehicleController(chassis.handle);
|
||||
this.broadPhase = broadPhase;
|
||||
this.narrowPhase = narrowPhase;
|
||||
|
||||
@@ -1,60 +1,12 @@
|
||||
/**
|
||||
* RAPIER initialization module with dynamic WASM loading support.
|
||||
* RAPIER 初始化模块,支持动态 WASM 加载。
|
||||
*/
|
||||
|
||||
// @ts-ignore
|
||||
import wasmBase64 from "../pkg/rapier_wasm2d_bg.wasm";
|
||||
import wasmInit from "../pkg/rapier_wasm2d";
|
||||
|
||||
/**
|
||||
* Input types for WASM initialization.
|
||||
* WASM 初始化的输入类型。
|
||||
*/
|
||||
export type InitInput =
|
||||
| RequestInfo // URL string or Request object
|
||||
| URL // URL object
|
||||
| Response // Fetch Response object
|
||||
| BufferSource // ArrayBuffer or TypedArray
|
||||
| WebAssembly.Module; // Pre-compiled module
|
||||
|
||||
let initialized = false;
|
||||
import base64 from "base64-js";
|
||||
|
||||
/**
|
||||
* Initializes RAPIER.
|
||||
* Has to be called and awaited before using any library methods.
|
||||
*
|
||||
* 初始化 RAPIER。
|
||||
* 必须在使用任何库方法之前调用并等待。
|
||||
*
|
||||
* @param input - WASM source (required). Can be URL, Response, ArrayBuffer, etc.
|
||||
* WASM 源(必需)。可以是 URL、Response、ArrayBuffer 等。
|
||||
*
|
||||
* @example
|
||||
* // Load from URL | 从 URL 加载
|
||||
* await RAPIER.init('wasm/rapier_wasm2d_bg.wasm');
|
||||
*
|
||||
* @example
|
||||
* // Load from fetch response | 从 fetch 响应加载
|
||||
* const response = await fetch('wasm/rapier_wasm2d_bg.wasm');
|
||||
* await RAPIER.init(response);
|
||||
*
|
||||
* @example
|
||||
* // Load from ArrayBuffer | 从 ArrayBuffer 加载
|
||||
* const buffer = await fetch('wasm/rapier_wasm2d_bg.wasm').then(r => r.arrayBuffer());
|
||||
* await RAPIER.init(buffer);
|
||||
*/
|
||||
export async function init(input?: InitInput): Promise<void> {
|
||||
if (initialized) {
|
||||
return;
|
||||
}
|
||||
|
||||
await wasmInit(input);
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if RAPIER is already initialized.
|
||||
* 检查 RAPIER 是否已初始化。
|
||||
*/
|
||||
export function isInitialized(): boolean {
|
||||
return initialized;
|
||||
export async function init() {
|
||||
await wasmInit(base64.toByteArray(wasmBase64 as unknown as string).buffer);
|
||||
}
|
||||
|
||||
@@ -28,7 +28,7 @@ export class VectorOps {
|
||||
}
|
||||
|
||||
// FIXME: type ram: RawVector?
|
||||
public static fromRaw(raw: RawVector): Vector | null {
|
||||
public static fromRaw(raw: RawVector): Vector {
|
||||
if (!raw) return null;
|
||||
|
||||
let res = VectorOps.new(raw.x, raw.y);
|
||||
@@ -56,7 +56,7 @@ export class RotationOps {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
public static fromRaw(raw: RawRotation): Rotation | null {
|
||||
public static fromRaw(raw: RawRotation): Rotation {
|
||||
if (!raw) return null;
|
||||
|
||||
let res = raw.angle;
|
||||
|
||||
@@ -7,4 +7,7 @@ export default defineConfig({
|
||||
sourcemap: true,
|
||||
clean: true,
|
||||
external: ["../pkg/rapier_wasm2d.js"],
|
||||
loader: {
|
||||
".wasm": "base64",
|
||||
},
|
||||
});
|
||||
|
||||
@@ -1,5 +1,60 @@
|
||||
# @esengine/demos
|
||||
|
||||
## 1.0.10
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/fsm@4.0.1
|
||||
- @esengine/pathfinding@4.0.1
|
||||
- @esengine/procgen@4.0.1
|
||||
- @esengine/spatial@4.0.1
|
||||
- @esengine/timer@4.0.1
|
||||
|
||||
## 1.0.9
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/fsm@4.0.0
|
||||
- @esengine/pathfinding@4.0.0
|
||||
- @esengine/procgen@4.0.0
|
||||
- @esengine/spatial@4.0.0
|
||||
- @esengine/timer@4.0.0
|
||||
|
||||
## 1.0.8
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/fsm@3.0.1
|
||||
- @esengine/pathfinding@3.0.1
|
||||
- @esengine/procgen@3.0.1
|
||||
- @esengine/spatial@3.0.1
|
||||
- @esengine/timer@3.0.1
|
||||
|
||||
## 1.0.7
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/fsm@3.0.0
|
||||
- @esengine/pathfinding@3.0.0
|
||||
- @esengine/procgen@3.0.0
|
||||
- @esengine/spatial@3.0.0
|
||||
- @esengine/timer@3.0.0
|
||||
|
||||
## 1.0.6
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/fsm@2.0.1
|
||||
- @esengine/pathfinding@2.0.1
|
||||
- @esengine/procgen@2.0.1
|
||||
- @esengine/spatial@2.0.1
|
||||
- @esengine/timer@2.0.1
|
||||
|
||||
## 1.0.5
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/demos",
|
||||
"version": "1.0.5",
|
||||
"version": "1.0.10",
|
||||
"private": true,
|
||||
"description": "Demo tests for ESEngine modules documentation",
|
||||
"type": "module",
|
||||
|
||||
72
pnpm-lock.yaml
generated
72
pnpm-lock.yaml
generated
@@ -569,6 +569,9 @@ importers:
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/behavior-tree
|
||||
devDependencies:
|
||||
'@esengine/asset-system':
|
||||
specifier: workspace:*
|
||||
version: link:../../../engine/asset-system
|
||||
'@esengine/build-config':
|
||||
specifier: workspace:*
|
||||
version: link:../../../tools/build-config
|
||||
@@ -1489,6 +1492,9 @@ importers:
|
||||
rollup-plugin-dts:
|
||||
specifier: ^6.2.1
|
||||
version: 6.3.0(rollup@4.54.0)(typescript@5.9.3)
|
||||
rollup-plugin-sourcemaps:
|
||||
specifier: ^0.6.3
|
||||
version: 0.6.3(@types/node@20.19.27)(rollup@4.54.0)
|
||||
ts-jest:
|
||||
specifier: ^29.4.0
|
||||
version: 29.4.6(@babel/core@7.28.5)(@jest/transform@29.7.0)(@jest/types@29.6.3)(babel-jest@29.7.0(@babel/core@7.28.5))(jest-util@29.7.0)(jest@29.7.0(@types/node@20.19.27)(ts-node@10.9.2(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@20.19.27)(typescript@5.9.3)))(typescript@5.9.3)
|
||||
@@ -1861,6 +1867,9 @@ importers:
|
||||
|
||||
packages/physics/rapier2d:
|
||||
devDependencies:
|
||||
base64-js:
|
||||
specifier: ^1.5.1
|
||||
version: 1.5.1
|
||||
rimraf:
|
||||
specifier: ^5.0.0
|
||||
version: 5.0.10
|
||||
@@ -4484,6 +4493,12 @@ packages:
|
||||
rollup:
|
||||
optional: true
|
||||
|
||||
'@rollup/pluginutils@3.1.0':
|
||||
resolution: {integrity: sha512-GksZ6pr6TpIjHm8h9lSQ8pi8BE9VeubNT0OMJ3B5uZJ8pz73NPiqOtCog/x2/QzM1ENChPKxMDhiQuRHsqc+lg==}
|
||||
engines: {node: '>= 8.0.0'}
|
||||
peerDependencies:
|
||||
rollup: ^1.20.0||^2.0.0
|
||||
|
||||
'@rollup/pluginutils@5.3.0':
|
||||
resolution: {integrity: sha512-5EdhGZtnu3V88ces7s53hhfK5KSASnJZv8Lulpc04cWO3REESroJXg73DFsOmgbU2BhwV0E20bu2IDZb3VKW4Q==}
|
||||
engines: {node: '>=14.0.0'}
|
||||
@@ -5150,6 +5165,9 @@ packages:
|
||||
'@types/estree-jsx@1.0.5':
|
||||
resolution: {integrity: sha512-52CcUVNFyfb1A2ALocQw/Dd1BQFNmSdkuC3BkZ6iqhdMfQz7JWOFRuJFloOzjk+6WijU56m9oKXFAXc7o3Towg==}
|
||||
|
||||
'@types/estree@0.0.39':
|
||||
resolution: {integrity: sha512-EYNwp3bU+98cpU4lAWYYL7Zz+2gryWH1qbdDTidVd6hkiR6weksdbMadyXKXNPEkQFhXM+hVO9ZygomHXp+AIw==}
|
||||
|
||||
'@types/estree@1.0.8':
|
||||
resolution: {integrity: sha512-dWHzHa2WqEXI/O1E9OjrocMTKJl2mSrEolh1Iomrv6U+JuNwaHXsXx9bLu5gG7BUWFIN0skIQJQ/L1rIex4X6w==}
|
||||
|
||||
@@ -5791,6 +5809,11 @@ packages:
|
||||
asynckit@0.4.0:
|
||||
resolution: {integrity: sha512-Oei9OH4tRh0YqU3GxhX79dM/mwVgvbZJaSNaRk+bshkj0S5cfHcgYakreBjrHwatXKbz+IoIdYLxrKim2MjW0Q==}
|
||||
|
||||
atob@2.1.2:
|
||||
resolution: {integrity: sha512-Wm6ukoaOGJi/73p/cl2GvLjTI5JM1k/O14isD73YML8StrH/7/lRFgmg8nICZgD3bZZvjwCGxtMOD3wWNAu8cg==}
|
||||
engines: {node: '>= 4.5.0'}
|
||||
hasBin: true
|
||||
|
||||
axios@1.13.2:
|
||||
resolution: {integrity: sha512-VPk9ebNqPcy5lRGuSlKx752IlDatOjT9paPlm8A7yOuW2Fbvp4X3JznJtT4f0GzGLLiWE9W8onz51SqLYwzGaA==}
|
||||
|
||||
@@ -6434,6 +6457,10 @@ packages:
|
||||
decode-named-character-reference@1.2.0:
|
||||
resolution: {integrity: sha512-c6fcElNV6ShtZXmsgNgFFV5tVX2PaV4g+MOAkb8eXHvn6sryJBrZa9r0zV6+dtTyoCKxtDy5tyQ5ZwQuidtd+Q==}
|
||||
|
||||
decode-uri-component@0.2.2:
|
||||
resolution: {integrity: sha512-FqUYQ+8o158GyGTrMFJms9qh3CqTKvAqgqsTnkLI8sKu0028orqBhxNMFkFen0zGyg6epACD32pjVk58ngIErQ==}
|
||||
engines: {node: '>=0.10'}
|
||||
|
||||
dedent@1.5.3:
|
||||
resolution: {integrity: sha512-NHQtfOOW68WD8lgypbLA5oT+Bt0xXJhiYvoR6SmmNXZfpzOGXwdKWmcwG8N7PwVVWV3eF/68nmD9BaJSsTBhyQ==}
|
||||
peerDependencies:
|
||||
@@ -6838,6 +6865,9 @@ packages:
|
||||
estree-util-visit@2.0.0:
|
||||
resolution: {integrity: sha512-m5KgiH85xAhhW8Wta0vShLcUvOsh3LLPI2YVwcbio1l7E09NTLL1EyMZFM1OyWowoH0skScNbhOPl4kcBgzTww==}
|
||||
|
||||
estree-walker@1.0.1:
|
||||
resolution: {integrity: sha512-1fMXF3YP4pZZVozF8j/ZLfvnR8NSIljt56UhbZ5PeeDmmGHpgpdwQt7ITlGvYaQukCvuBRMLEiKiYC+oeIg4cg==}
|
||||
|
||||
estree-walker@2.0.2:
|
||||
resolution: {integrity: sha512-Rfkk/Mp/DL7JVje3u18FxFujQlTNR2q6QfMSMB7AvCBx91NGj/ba3kCfza0f6dVDbw7YlRf/nDrn7pQrCCyQ/w==}
|
||||
|
||||
@@ -9844,6 +9874,16 @@ packages:
|
||||
rollup: ^3.29.4 || ^4
|
||||
typescript: ^4.5 || ^5.0
|
||||
|
||||
rollup-plugin-sourcemaps@0.6.3:
|
||||
resolution: {integrity: sha512-paFu+nT1xvuO1tPFYXGe+XnQvg4Hjqv/eIhG8i5EspfYYPBKL57X7iVbfv55aNVASg3dzWvES9dmWsL2KhfByw==}
|
||||
engines: {node: '>=10.0.0'}
|
||||
peerDependencies:
|
||||
'@types/node': '>=10.0.0'
|
||||
rollup: '>=0.31.2'
|
||||
peerDependenciesMeta:
|
||||
'@types/node':
|
||||
optional: true
|
||||
|
||||
rollup@4.54.0:
|
||||
resolution: {integrity: sha512-3nk8Y3a9Ea8szgKhinMlGMhGMw89mqule3KWczxhIzqudyHdCIOHw8WJlj/r329fACjKLEh13ZSk7oE22kyeIw==}
|
||||
engines: {node: '>=18.0.0', npm: '>=8.0.0'}
|
||||
@@ -10043,6 +10083,10 @@ packages:
|
||||
resolution: {integrity: sha512-UXWMKhLOwVKb728IUtQPXxfYU+usdybtUrK/8uGE8CQMvrhOpwvzDBwj0QhSL7MQc7vIsISBG8VQ8+IDQxpfQA==}
|
||||
engines: {node: '>=0.10.0'}
|
||||
|
||||
source-map-resolve@0.6.0:
|
||||
resolution: {integrity: sha512-KXBr9d/fO/bWo97NXsPIAW1bFSBOuCnjbNTBMO7N59hsv5i9yzRDfcYwwt0l04+VqnKC+EwzvJZIP/qkuMgR/w==}
|
||||
deprecated: See https://github.com/lydell/source-map-resolve#deprecated
|
||||
|
||||
source-map-support@0.5.13:
|
||||
resolution: {integrity: sha512-SHSKFHadjVA5oR4PPqhtAVdcBWwRYVd6g6cAXnIbRiIwc2EhPrTuKUBdSLvlEKyIP3GCf89fltvcZiP9MMFA1w==}
|
||||
|
||||
@@ -14128,6 +14172,13 @@ snapshots:
|
||||
optionalDependencies:
|
||||
rollup: 4.54.0
|
||||
|
||||
'@rollup/pluginutils@3.1.0(rollup@4.54.0)':
|
||||
dependencies:
|
||||
'@types/estree': 0.0.39
|
||||
estree-walker: 1.0.1
|
||||
picomatch: 2.3.1
|
||||
rollup: 4.54.0
|
||||
|
||||
'@rollup/pluginutils@5.3.0(rollup@4.54.0)':
|
||||
dependencies:
|
||||
'@types/estree': 1.0.8
|
||||
@@ -14878,6 +14929,8 @@ snapshots:
|
||||
dependencies:
|
||||
'@types/estree': 1.0.8
|
||||
|
||||
'@types/estree@0.0.39': {}
|
||||
|
||||
'@types/estree@1.0.8': {}
|
||||
|
||||
'@types/express-serve-static-core@5.1.0':
|
||||
@@ -15745,6 +15798,8 @@ snapshots:
|
||||
|
||||
asynckit@0.4.0: {}
|
||||
|
||||
atob@2.1.2: {}
|
||||
|
||||
axios@1.13.2:
|
||||
dependencies:
|
||||
follow-redirects: 1.15.11
|
||||
@@ -16424,6 +16479,8 @@ snapshots:
|
||||
dependencies:
|
||||
character-entities: 2.0.2
|
||||
|
||||
decode-uri-component@0.2.2: {}
|
||||
|
||||
dedent@1.5.3: {}
|
||||
|
||||
dedent@1.7.1: {}
|
||||
@@ -16874,6 +16931,8 @@ snapshots:
|
||||
'@types/estree-jsx': 1.0.5
|
||||
'@types/unist': 3.0.3
|
||||
|
||||
estree-walker@1.0.1: {}
|
||||
|
||||
estree-walker@2.0.2: {}
|
||||
|
||||
estree-walker@3.0.3:
|
||||
@@ -20696,6 +20755,14 @@ snapshots:
|
||||
optionalDependencies:
|
||||
'@babel/code-frame': 7.27.1
|
||||
|
||||
rollup-plugin-sourcemaps@0.6.3(@types/node@20.19.27)(rollup@4.54.0):
|
||||
dependencies:
|
||||
'@rollup/pluginutils': 3.1.0(rollup@4.54.0)
|
||||
rollup: 4.54.0
|
||||
source-map-resolve: 0.6.0
|
||||
optionalDependencies:
|
||||
'@types/node': 20.19.27
|
||||
|
||||
rollup@4.54.0:
|
||||
dependencies:
|
||||
'@types/estree': 1.0.8
|
||||
@@ -20990,6 +21057,11 @@ snapshots:
|
||||
|
||||
source-map-js@1.2.1: {}
|
||||
|
||||
source-map-resolve@0.6.0:
|
||||
dependencies:
|
||||
atob: 2.1.2
|
||||
decode-uri-component: 0.2.2
|
||||
|
||||
source-map-support@0.5.13:
|
||||
dependencies:
|
||||
buffer-from: 1.1.2
|
||||
|
||||
Reference in New Issue
Block a user