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104 Commits

Author SHA1 Message Date
yhh
566e1977fd refactor: 改用 Imgur 图床上传图片 2025-12-04 09:56:10 +08:00
yhh
17f6259f43 chore: 删除测试图片 2025-12-04 09:54:46 +08:00
yhh
5d3483fc65 chore: 更新 pnpm-lock.yaml 2025-12-04 09:47:12 +08:00
yhh
d07a5d81fc Merge branch 'master' into feat/github-forum 2025-12-04 09:46:22 +08:00
yhh
6a4e6fbc04 feat(editor): 添加 GitHub Discussions 社区论坛功能 2025-12-04 09:45:16 +08:00
YHH
4b8d22ac32 Upload forum image: 1764812524764-ic2nic.png 2025-12-04 09:42:06 +08:00
YHH
9cd873da14 Merge pull request #260 from esengine/fix/docs-dead-links
fix(docs): 修复英文文档dead links问题
2025-12-03 23:02:48 +08:00
yhh
c1799bf7b3 fix(docs): 修复英文文档dead links问题 2025-12-03 23:01:31 +08:00
YHH
85be826b62 Merge pull request #259 from esengine/feat/docs-i18n-clean
feat(docs): 添加中英文国际化支持
2025-12-03 22:51:54 +08:00
yhh
dd1ae97de7 feat(docs): 添加中英文国际化支持 2025-12-03 22:48:22 +08:00
YHH
63f006ab62 feat: 添加跨平台运行时、资产系统和UI适配功能 (#256)
* feat(platform-common): 添加WASM加载器和环境检测API

* feat(rapier2d): 新增Rapier2D WASM绑定包

* feat(physics-rapier2d): 添加跨平台WASM加载器

* feat(asset-system): 添加运行时资产目录和bundle格式

* feat(asset-system-editor): 新增编辑器资产管理包

* feat(editor-core): 添加构建系统和模块管理

* feat(editor-app): 重构浏览器预览使用import maps

* feat(platform-web): 添加BrowserRuntime和资产读取

* feat(engine): 添加材质系统和着色器管理

* feat(material): 新增材质系统和着色器编辑器

* feat(tilemap): 增强tilemap编辑器和动画系统

* feat(modules): 添加module.json配置

* feat(core): 添加module.json和类型定义更新

* chore: 更新依赖和构建配置

* refactor(plugins): 更新插件模板使用ModuleManifest

* chore: 添加第三方依赖库

* chore: 移除BehaviourTree-ai和ecs-astar子模块

* docs: 更新README和文档主题样式

* fix: 修复Rust文档测试和添加rapier2d WASM绑定

* fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题

* feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea)

* fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖

* fix: 添加缺失的包依赖修复CI构建

* fix: 修复CodeQL检测到的代码问题

* fix: 修复构建错误和缺失依赖

* fix: 修复类型检查错误

* fix(material-system): 修复tsconfig配置支持TypeScript项目引用

* fix(editor-core): 修复Rollup构建配置添加tauri external

* fix: 修复CodeQL检测到的代码问题

* fix: 修复CodeQL检测到的代码问题
2025-12-03 22:15:22 +08:00
YHH
caf7622aa0 Merge pull request #257 from esengine/feat/system-stable-sorting
feat(ecs): 添加系统稳定排序支持
2025-12-03 21:01:52 +08:00
yhh
d746cf3bb8 feat(ecs): 添加系统稳定排序支持 2025-12-03 20:54:34 +08:00
github-actions[bot]
88af781d78 chore(editor): bump version to 1.0.13 (#255)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-12-02 00:07:52 +08:00
yhh
15d5d37e50 fix(docs): 修复 hierarchy.md 中的死链接
将不存在的 ./transform.md 链接替换为 ./component.md
2025-12-01 23:36:20 +08:00
imgbot[bot]
b9aaf894d7 [ImgBot] Optimize images (#252)
*Total -- 1,159.60kb -> 862.13kb (25.65%)

/screenshots/main_screetshot.png -- 175.29kb -> 84.97kb (51.52%)
/screenshots/settings.png -- 44.17kb -> 25.59kb (42.06%)
/screenshots/plugin_manager.png -- 60.70kb -> 37.42kb (38.35%)
/screenshots/about.png -- 32.89kb -> 23.61kb (28.21%)
/screenshots/performance_profiler.png -- 564.36kb -> 420.67kb (25.46%)
/packages/editor-app/src-tauri/icons/128x128.png -- 4.76kb -> 4.40kb (7.55%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-512@2x.png -- 58.30kb -> 54.30kb (6.86%)
/packages/editor-app/src-tauri/icons/Square107x107Logo.png -- 3.96kb -> 3.73kb (5.75%)
/packages/editor-app/src-tauri/icons/Square142x142Logo.png -- 5.44kb -> 5.13kb (5.69%)
/packages/editor-app/src-tauri/icons/android/mipmap-xhdpi/ic_launcher.png -- 3.16kb -> 2.98kb (5.69%)
/packages/editor-app/src-tauri/icons/android/mipmap-xhdpi/ic_launcher_round.png -- 3.16kb -> 2.98kb (5.69%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-40x40@2x-1.png -- 2.61kb -> 2.47kb (5.35%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-40x40@2x.png -- 2.61kb -> 2.47kb (5.35%)
/packages/editor-app/src-tauri/icons/android/mipmap-mdpi/ic_launcher_foreground.png -- 4.06kb -> 3.87kb (4.73%)
/packages/editor-app/src-tauri/icons/android/mipmap-xxxhdpi/ic_launcher.png -- 7.68kb -> 7.34kb (4.41%)
/packages/editor-app/src-tauri/icons/android/mipmap-xxxhdpi/ic_launcher_round.png -- 7.68kb -> 7.34kb (4.41%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-40x40@3x.png -- 4.58kb -> 4.38kb (4.33%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-60x60@2x.png -- 4.58kb -> 4.38kb (4.33%)
/packages/editor-app/src-tauri/icons/64x64.png -- 2.11kb -> 2.02kb (4.21%)
/packages/editor-app/src-tauri/icons/Square310x310Logo.png -- 13.92kb -> 13.36kb (4.04%)
/packages/editor-app/src-tauri/icons/Square89x89Logo.png -- 2.99kb -> 2.87kb (3.95%)
/packages/editor-app/src-tauri/icons/Square284x284Logo.png -- 12.53kb -> 12.04kb (3.89%)
/packages/editor-app/src-tauri/icons/Square150x150Logo.png -- 5.84kb -> 5.62kb (3.83%)
/packages/editor-app/src-tauri/icons/icon.png -- 25.58kb -> 24.61kb (3.81%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-83.5x83.5@2x.png -- 6.73kb -> 6.47kb (3.75%)
/packages/editor-app/src-tauri/icons/android/mipmap-hdpi/ic_launcher_foreground.png -- 6.27kb -> 6.03kb (3.72%)
/packages/editor-app/src-tauri/icons/android/mipmap-xxhdpi/ic_launcher_foreground.png -- 14.68kb -> 14.15kb (3.59%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-76x76@2x.png -- 6.06kb -> 5.85kb (3.51%)
/packages/editor-app/src-tauri/icons/128x128@2x.png -- 10.88kb -> 10.53kb (3.21%)
/packages/editor-app/src-tauri/icons/android/mipmap-xxhdpi/ic_launcher.png -- 5.66kb -> 5.48kb (3.21%)
/packages/editor-app/src-tauri/icons/android/mipmap-xxhdpi/ic_launcher_round.png -- 5.66kb -> 5.48kb (3.21%)
/packages/editor-app/src-tauri/icons/android/mipmap-xhdpi/ic_launcher_foreground.png -- 9.02kb -> 8.78kb (2.74%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-60x60@3x.png -- 7.22kb -> 7.02kb (2.65%)
/packages/editor-app/src-tauri/icons/android/mipmap-xxxhdpi/ic_launcher_foreground.png -- 20.92kb -> 20.40kb (2.49%)
/packages/editor-app/src-tauri/icons/Square71x71Logo.png -- 2.38kb -> 2.33kb (1.81%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-76x76@1x.png -- 2.52kb -> 2.47kb (1.79%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-20x20@3x.png -- 2.01kb -> 1.98kb (1.46%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-29x29@3x.png -- 2.84kb -> 2.81kb (1.1%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-29x29@2x-1.png -- 1.91kb -> 1.89kb (0.82%)
/packages/editor-app/src-tauri/icons/ios/AppIcon-29x29@2x.png -- 1.91kb -> 1.89kb (0.82%)

Signed-off-by: ImgBotApp <ImgBotHelp@gmail.com>
Co-authored-by: ImgBotApp <ImgBotHelp@gmail.com>
Co-authored-by: YHH <359807859@qq.com>
2025-12-01 23:34:47 +08:00
YHH
460cdb5af4 Feature/docs improvement (#254)
* refactor: 编辑器/运行时架构拆分与构建系统升级

* feat(core): 层级系统重构与UI变换矩阵修复

* refactor: 移除 ecs-components 聚合包并修复跨包组件查找问题

* fix(physics): 修复跨包组件类引用问题

* feat: 统一运行时架构与浏览器运行支持

* feat(asset): 实现浏览器运行时资产加载系统

* fix: 修复文档、CodeQL安全问题和CI类型检查错误

* fix: 修复文档、CodeQL安全问题和CI类型检查错误

* fix: 修复文档、CodeQL安全问题、CI类型检查和测试错误

* test: 补齐核心模块测试用例,修复CI构建配置

* fix: 修复测试用例中的类型错误和断言问题

* fix: 修复 turbo build:npm 任务的依赖顺序问题

* fix: 修复 CI 构建错误并优化构建性能

* feat(docs): 重构文档站主题样式

* chore(ci): 升级所有 workflow 的 pnpm 版本从 v8 到 v10
2025-12-01 23:33:04 +08:00
github-actions[bot]
290bd9858e chore(core): release v2.2.18 (#253)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-12-01 22:34:05 +08:00
YHH
b42a7b4e43 Feature/editor optimization (#251)
* refactor: 编辑器/运行时架构拆分与构建系统升级

* feat(core): 层级系统重构与UI变换矩阵修复

* refactor: 移除 ecs-components 聚合包并修复跨包组件查找问题

* fix(physics): 修复跨包组件类引用问题

* feat: 统一运行时架构与浏览器运行支持

* feat(asset): 实现浏览器运行时资产加载系统

* fix: 修复文档、CodeQL安全问题和CI类型检查错误

* fix: 修复文档、CodeQL安全问题和CI类型检查错误

* fix: 修复文档、CodeQL安全问题、CI类型检查和测试错误

* test: 补齐核心模块测试用例,修复CI构建配置

* fix: 修复测试用例中的类型错误和断言问题

* fix: 修复 turbo build:npm 任务的依赖顺序问题

* fix: 修复 CI 构建错误并优化构建性能
2025-12-01 22:28:51 +08:00
github-actions[bot]
189714c727 chore(editor): bump version to 1.0.12 (#250)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-30 01:07:19 +08:00
YHH
987051acd4 Feature/advanced profiler (#249)
* feat(profiler): 实现高级性能分析器

* test(core): 添加 ProfilerSDK 和 AdvancedProfilerCollector 测试覆盖

* test(core): 添加 ProfilerSDK 和 AdvancedProfilerCollector 测试覆盖

* test(core): 添加 ProfilerSDK 和 AdvancedProfilerCollector 测试覆盖
2025-11-30 00:53:01 +08:00
YHH
374e08a79e feat(profiler): 实现高级性能分析器 (#248)
* feat(profiler): 实现高级性能分析器

* test(core): 添加 ProfilerSDK 和 AdvancedProfilerCollector 测试覆盖

* test(core): 添加 ProfilerSDK 和 AdvancedProfilerCollector 测试覆盖
2025-11-30 00:22:47 +08:00
YHH
359886c72f Feature/physics and tilemap enhancement (#247)
* feat(behavior-tree,tilemap): 修复编辑器连线缩放问题并增强插件系统

* feat(node-editor,blueprint): 新增通用节点编辑器和蓝图可视化脚本系统

* feat(editor,tilemap): 优化编辑器UI样式和Tilemap编辑器功能

* fix: 修复CodeQL安全警告和CI类型检查错误

* fix: 修复CodeQL安全警告和CI类型检查错误

* fix: 修复CodeQL安全警告和CI类型检查错误
2025-11-29 23:00:48 +08:00
yhh
f03b73b58e docs: 完善装饰器和 Matcher API 文档 2025-11-28 11:03:34 +08:00
github-actions[bot]
18d20df4da chore(core): release v2.2.17 (#246)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-28 11:03:11 +08:00
github-actions[bot]
c5642a8605 chore(editor): bump version to 1.0.11 (#245)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-28 11:01:04 +08:00
YHH
673f5e5855 feat(physics): 集成 Rapier2D 物理引擎并修复预览重置问题 (#244)
* feat(physics): 集成 Rapier2D 物理引擎并修复预览重置问题

* fix: 修复 CI 流程并清理代码
2025-11-28 10:32:28 +08:00
YHH
cabb625a17 Feature/UI input system fix (#243)
* feat(ui): 实现编辑器预览模式下的 UI 输入系统

* feat(platform-web): 为浏览器运行时添加 UI 输入系统绑定
2025-11-27 22:31:05 +08:00
github-actions[bot]
b8f05b79b0 chore(core): release v2.2.16 (#242)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-27 21:13:09 +08:00
github-actions[bot]
b22faaac86 chore(editor): bump version to 1.0.10 (#241)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-27 21:05:40 +08:00
YHH
107439d70c Feature/runtime cdn and plugin loader (#240)
* feat(ui): 完善 UI 布局系统和编辑器可视化工具

* refactor: 移除 ModuleRegistry,统一使用 PluginManager 插件系统

* fix: 修复 CodeQL 警告并提升测试覆盖率

* refactor: 分离运行时入口点,解决 runtime bundle 包含 React 的问题

* fix(ci): 添加 editor-core 和 editor-runtime 到 CI 依赖构建步骤

* docs: 完善 ServiceContainer 文档,新增 Symbol.for 模式和 @InjectProperty 说明

* fix(ci): 修复 type-check 失败问题

* fix(ci): 修复类型检查失败问题

* fix(ci): 修复类型检查失败问题

* fix(ci): behavior-tree 构建添加 @tauri-apps 外部依赖

* fix(ci): behavior-tree 添加 @tauri-apps/plugin-fs 类型依赖

* fix(ci): platform-web 添加缺失的 behavior-tree 依赖

* fix(lint): 移除正则表达式中不必要的转义字符
2025-11-27 20:42:46 +08:00
github-actions[bot]
71869b1a58 chore(editor): bump version to 1.0.9 (#239)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-26 11:47:09 +08:00
yhh
9aed3134cf fix(ci): 修复 Windows 上 mkdir 命令报错 2025-11-26 11:28:14 +08:00
yhh
3ff57aff37 fix(ci): 修复 release-editor workflow 构建顺序 2025-11-26 11:22:43 +08:00
yhh
152c0541b8 fix(ci): 修复 release-editor workflow 构建顺序 2025-11-26 11:15:38 +08:00
YHH
7b14fa2da4 feat(editor): 添加 ECS UI 系统和编辑器更新优化 (#238) 2025-11-26 11:08:10 +08:00
YHH
3fb6f919f8 Feature/tilemap editor (#237)
* feat: 添加 Tilemap 编辑器插件和组件生命周期支持

* feat(editor-core): 添加声明式插件注册 API

* feat(editor-core): 改进tiledmap结构合并tileset进tiledmapeditor

* feat: 添加 editor-runtime SDK 和插件系统改进

* fix(ci): 修复SceneResourceManager里变量未使用问题
2025-11-25 22:23:19 +08:00
github-actions[bot]
551ca7805d chore(core): release v2.2.15 (#236)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-23 22:52:05 +08:00
yhh
8ab25fe293 fix(ci): 使用纯 bash+node 实现版本更新绕过 workspace 协议问题 2025-11-23 22:49:54 +08:00
yhh
eea7ed9e58 fix(ci): 将 npm version 改为 pnpm version 修复 workspace 协议问题 2025-11-23 22:46:21 +08:00
yhh
0279cf6d27 fix(ci): 使用 pnpm publish 修复 workspace:* 协议不支持的问题 2025-11-23 22:42:23 +08:00
yhh
0dff1ad2ad fix(ci): 修复 npm 发布时 workspace:* 协议不支持的问题 2025-11-23 22:36:54 +08:00
yhh
95fbcca66f chore: 移除渲染系统调试日志 2025-11-23 22:26:46 +08:00
github-actions[bot]
a61baa83a7 chore(editor): bump version to 1.0.8 (#235)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-23 22:21:20 +08:00
yhh
afebeecd68 fix(ci): 修复 Tauri 构建缺少 runtime 文件的问题 2025-11-23 22:08:38 +08:00
yhh
f4e9925319 fix(ci): 修复 Tauri 构建缺少 runtime 文件的问题 2025-11-23 21:57:10 +08:00
YHH
32460ac133 feat(editor): 优化编辑器UI和改进核心功能 (#234)
* feat(editor): 优化编辑器UI和改进核心功能

* feat(editor): 优化编辑器UI和改进核心功能
2025-11-23 21:45:10 +08:00
github-actions[bot]
4d95a7f044 chore(editor): bump version to 1.0.7 (#233)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-23 16:30:14 +08:00
yhh
57f919fbe0 fix(ci): 移除release-editor工作流中有问题的TypeScript缓存步骤 2025-11-23 16:12:42 +08:00
yhh
1cb9a0e58f fix(ci): 修复release-editor工作流hashFiles语法错误 2025-11-23 15:47:23 +08:00
yhh
1da43ee822 fix: 修复 release-editor workflow 构建问题 2025-11-23 15:26:17 +08:00
yhh
f4c7563763 chore: 移除 network 相关包并修复 CI 问题 2025-11-23 15:13:51 +08:00
YHH
a3f7cc38b1 Feature/render pipeline (#232)
* refactor(engine): 重构2D渲染管线坐标系统

* feat(engine): 完善2D渲染管线和编辑器视口功能

* feat(editor): 实现Viewport变换工具系统

* feat(editor): 优化Inspector渲染性能并修复Gizmo变换工具显示

* feat(editor): 实现Run on Device移动预览功能

* feat(editor): 添加组件属性控制和依赖关系系统

* feat(editor): 实现动画预览功能和优化SpriteAnimator编辑器

* feat(editor): 修复SpriteAnimator动画预览功能并迁移CI到pnpm

* feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm

* feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm

* feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm

* feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm

* feat(ci): 迁移项目到pnpm并修复CI构建问题

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 迁移CI工作流到pnpm并添加WASM构建支持

* chore: 移除 network 相关包

* chore: 移除 network 相关包
2025-11-23 14:49:37 +08:00
github-actions[bot]
b15cbab313 chore(editor): bump version to 1.0.6 (#231)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-21 12:42:30 +08:00
yhh
504b9ffb66 fix(ci): 添加编辑器工作流缺失的引擎构建步骤 2025-11-21 11:53:33 +08:00
github-actions[bot]
6226e3ff06 chore(core): release v2.2.14 (#230)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-21 11:40:22 +08:00
YHH
2621d7f659 refactor(core): 移除@Inject参数装饰器,统一使用@InjectProperty (#229)
* refactor(core): 移除@Inject参数装饰器,统一使用@InjectProperty

* refactor(core): 移除@Inject参数装饰器,统一使用@InjectProperty
2025-11-21 11:37:55 +08:00
YHH
a768b890fd feat: 集成Rust WASM渲染引擎与TypeScript ECS框架 (#228)
* feat: 集成Rust WASM渲染引擎与TypeScript ECS框架

* feat: 增强编辑器UI功能与跨平台支持

* fix: 修复CI测试和类型检查问题

* fix: 修复CI问题并提高测试覆盖率

* fix: 修复CI问题并提高测试覆盖率
2025-11-21 10:03:18 +08:00
yhh
8b9616837d style(editor-app): 移除log信息 2025-11-20 09:51:29 +08:00
yhh
0d2948e60c feat(tools): rust工具初始化工具 2025-11-19 16:27:11 +08:00
YHH
ecfef727c8 feat: 实现可扩展的字段编辑器系统与专业资产选择器 (#227) 2025-11-19 14:54:03 +08:00
YHH
caed5428d5 refactor(editor-app): 改进架构和类型安全 (#226)
* refactor(editor-app): 改进架构和类型安全

* refactor(editor-app): 开始拆分 Inspector.tsx - 创建基础架构

* refactor(editor-app): 完成 Inspector.tsx 拆分

* refactor(editor-app): 优化 Inspector 类型定义,消除所有 any 使用

* refactor(editor): 实现可扩展的属性渲染器系统

* Potential fix for code scanning alert no. 231: Unused variable, import, function or class

Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>

* fix(ci): 防止 Codecov 服务故障阻塞 CI 流程

---------

Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
2025-11-18 22:28:13 +08:00
YHH
bce3a6e253 refactor(editor): 提取行为树编辑器为独立包并重构编辑器架构 (#216)
* refactor(editor): 提取行为树编辑器为独立包并重构编辑器架构

* feat(editor): 添加插件市场功能

* feat(editor): 重构插件市场以支持版本管理和ZIP打包

* feat(editor): 重构插件发布流程并修复React渲染警告

* fix(plugin): 修复插件发布和市场的路径不一致问题

* feat: 重构插件发布流程并添加插件删除功能

* fix(editor): 完善插件删除功能并修复多个关键问题

* fix(auth): 修复自动登录与手动登录的竞态条件问题

* feat(editor): 重构插件管理流程

* feat(editor): 支持 ZIP 文件直接发布插件

- 新增 PluginSourceParser 解析插件源
- 重构发布流程支持文件夹和 ZIP 两种方式
- 优化发布向导 UI

* feat(editor): 插件市场支持多版本安装

- 插件解压到项目 plugins 目录
- 新增 Tauri 后端安装/卸载命令
- 支持选择任意版本安装
- 修复打包逻辑,保留完整 dist 目录结构

* feat(editor): 个人中心支持多版本管理

- 合并同一插件的不同版本
- 添加版本历史展开/折叠功能
- 禁止有待审核 PR 时更新插件

* fix(editor): 修复 InspectorRegistry 服务注册

- InspectorRegistry 实现 IService 接口
- 注册到 Core.services 供插件使用

* feat(behavior-tree-editor): 完善插件注册和文件操作

- 添加文件创建模板和操作处理器
- 实现右键菜单创建行为树功能
- 修复文件读取权限问题(使用 Tauri 命令)
- 添加 BehaviorTreeEditorPanel 组件
- 修复 rollup 配置支持动态导入

* feat(plugin): 完善插件构建和发布流程

* fix(behavior-tree-editor): 完整恢复编辑器并修复 Toast 集成

* fix(behavior-tree-editor): 修复节点选中、连线跟随和文件加载问题并优化性能

* fix(behavior-tree-editor): 修复端口连接失败问题并优化连线样式

* refactor(behavior-tree-editor): 移除调试面板功能简化代码结构

* refactor(behavior-tree-editor): 清理冗余代码合并重复逻辑

* feat(behavior-tree-editor): 完善编辑器核心功能增强扩展性

* fix(lint): 修复ESLint错误确保CI通过

* refactor(behavior-tree-editor): 优化编辑器工具栏和编译器功能

* refactor(behavior-tree-editor): 清理技术债务,优化代码质量

* fix(editor-app): 修复字符串替换安全问题
2025-11-18 14:46:51 +08:00
YHH
eac660b1a0 refactor(core): 统一参数命名 - worldId/sceneId 改为 worldName/sceneName (#225)
* refactor(core): 统一参数命名 - worldId/sceneId 改为 worldName/sceneName

* test(core): 更新测试用例以匹配新的错误消息

* refactor(core): 提高代码覆盖率 - 添加参数验证和测试
2025-11-15 00:20:17 +08:00
github-actions[bot]
af49870084 chore(core): release v2.2.13 (#224)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-14 12:13:47 +08:00
YHH
e2b316b3cc Fix/entity system dispose ondestroy (#223)
* fix(core): 修复 EntitySystem dispose 未调用 onDestroy 导致资源泄漏

* fix(core): 修复 Scene.end() 中 unload 调用时机导致用户无法清理资源
2025-11-14 12:10:59 +08:00
YHH
3a0544629d feat(core): 为 World 添加独立的服务容器 (#222)
* feat(core): 为 World 添加独立的服务容器

* test(core): 为 World 服务容器添加完整测试覆盖
2025-11-14 09:55:31 +08:00
LINGYE
609baace73 fix(logger): 移除自定义 factory 的缓存, 由使用方管理 (#221)
* fix(logger): 移除自定义 factory 的缓存, 由使用方管理

* test
2025-11-13 16:53:07 +08:00
LINGYE
b12cfba353 refactor(core): 移除 _activeWorlds 并优化 WorldManager 清理机制 (#220)
* refactor(core): 将 WorldManager 清理机制从定时器改为帧驱动

* refactor(core): 移除 WorldManager _activeWorlds 优化,简化状态管理

* test(core): 补充 WorldManager 测试用例

* docs(core): 更新 WorldManager cleanupFrameInterval 配置说明
2025-11-09 17:35:07 +08:00
LINGYE
6242c6daf3 fix(core): 修复 PerformanceMonitor 未遵循 Core debug 参数的问题 (#219)
- Core 传递 debug 配置到 WorldManager
- WorldManager 传递 debug 配置到 World
- World 在 debug=true 时为 Scene 注册并启用 PerformanceMonitor
- new Scene 的情况默认未开启,但暴露了 `performanceMonitor` 由使用者处理
2025-11-09 11:32:04 +08:00
github-actions[bot]
b5337de278 chore(core): release v2.2.12 (#218)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-11-07 12:12:44 +08:00
YHH
3512199ff4 fix(core): 移除fflate依赖,修复TextEncoder兼容性问题 (#217)
* fix(core): 移除fflate依赖,修复TextEncoder兼容性问题

* fix(core): 移除fflate依赖,修复TextEncoder兼容性问题
2025-11-07 12:10:52 +08:00
YHH
e03b106652 refactor(editor): 优化布局管理和行为树文件处理 2025-11-04 23:53:26 +08:00
YHH
f9afa22406 refactor(editor): 重构编辑器架构并增强行为树执行可视化 2025-11-04 18:29:28 +08:00
YHH
adfc7e91b3 Refactor/clean architecture phase1 (#215)
* refactor(editor): 建立Clean Architecture领域模型层

* refactor(editor): 实现应用层架构 - 命令模式、用例和状态管理

* refactor(editor): 实现展示层核心Hooks

* refactor(editor): 实现基础设施层和展示层组件

* refactor(editor): 迁移画布和连接渲染到 Clean Architecture 组件

* feat(editor): 集成应用层架构和命令模式,实现撤销/重做功能

* refactor(editor): UI组件拆分

* refactor(editor): 提取快速创建菜单逻辑

* refactor(editor): 重构BehaviorTreeEditor,提取组件和Hook

* refactor(editor): 提取端口连接和键盘事件Hook

* refactor(editor): 提取拖放处理Hook

* refactor(editor): 提取画布交互Hook和工具函数

* refactor(editor): 完成核心重构

* fix(editor): 修复节点无法创建和连接

* refactor(behavior-tree,editor): 重构节点子节点约束系统,实现元数据驱动的架构
2025-11-03 21:22:16 +08:00
YHH
40cde9c050 fix(editor): 修复行为树删除连接时children数组未同步清理的bug (#214) 2025-11-03 09:57:18 +08:00
YHH
ddc7a7750e Chore/lint fixes (#212)
* fix(eslint): 修复装饰器缩进配置

* fix(eslint): 修复装饰器缩进配置

* chore: 删除未使用的导入

* chore(lint): 移除未使用的导入和变量

* chore(lint): 修复editor-app中未使用的函数参数

* chore(lint): 修复未使用的赋值变量

* chore(eslint): 将所有错误级别改为警告以通过CI

* fix(codeql): 修复GitHub Advanced Security检测到的问题
2025-11-02 23:50:41 +08:00
YHH
50a01d9dd3 chore: 统一并强化ESLint配置规则 2025-11-02 12:45:47 +08:00
YHH
793aad0a5e chore: 移除旧版ESLint配置并更新子模块 2025-11-02 12:22:27 +08:00
YHH
9c1bf8dbed refactor(core): 移除全局EventBus,实现场景级事件隔离 (#211) 2025-11-01 18:19:23 +08:00
YHH
620f3eecc7 style(core): ESLint自动修复代码格式问题 (#210) 2025-11-01 17:41:50 +08:00
YHH
4355538d8d refactor(core): 重构Scene和Entity的代码质量,消除所有Lint警告 (#209) 2025-11-01 17:18:12 +08:00
YHH
3ad5dc9ca3 refactor(core): 改进事件系统类型安全并消除 ESLint 警告 (#208) 2025-11-01 16:12:18 +08:00
YHH
57c7e7be3f feat(core):统一 Core 库的命名规范和代码风格 (#207) 2025-11-01 10:23:46 +08:00
github-actions[bot]
6778ccace4 chore(editor): bump version to 1.0.5 (#201)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-31 17:42:41 +08:00
github-actions[bot]
1264232533 chore(behavior-tree): release v1.0.1 (#200)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-31 17:30:12 +08:00
YHH
61813e67b6 refactor(behavior-tree)!: 迁移到 Runtime 执行器架构 (#196)
* refactor(behavior-tree)!: 迁移到 Runtime 执行器架构

* fix(behavior-tree): 修复LogAction中的ReDoS安全漏洞

* feat(behavior-tree): 完善行为树核心功能并修复类型错误
2025-10-31 17:27:38 +08:00
YHH
c58e3411fd feat(core): 启用 TypeScript 最严格的类型检查 (#199)
* feat(core):  启用 TypeScript 最严格的类型检查

* ci: 配置 Codecov 以适应类型安全改进

* fix(core): 修复 CodeQL 安全警告

* fix(core): eslint.config.mjs
2025-10-31 16:14:23 +08:00
LINGYE
011d795361 perf(core): 优化 Scene.systems getter 避免每帧重复排序 (#197) 2025-10-30 23:27:37 +08:00
YHH
3f40a04370 Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-28 17:19:38 +08:00
YHH
fc042bb7d9 feat(editor): 添加插件多语言支持 2025-10-28 17:19:28 +08:00
github-actions[bot]
d051e52131 chore(core): release v2.2.11 (#195)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-28 14:12:56 +08:00
YHH
fb4316aeb9 Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-28 14:08:47 +08:00
YHH
683203919f refactor(core): 使用fflate替换msgpack以兼容小游戏环境 2025-10-28 14:08:34 +08:00
github-actions[bot]
a0cddbcae6 chore(core): release v2.2.10 (#194)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-28 11:58:05 +08:00
YHH
4e81fc7eba fix(docs): 修复行为树文档中的死链接 2025-10-28 11:54:39 +08:00
YHH
b410e2de47 fix(core): 移除TextEncoder依赖以兼容小游戏环境 2025-10-28 11:51:57 +08:00
YHH
9868c746e1 Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-28 11:45:48 +08:00
YHH
f0b4453a5f fix(behavior-tree): 修复插件节点执行问题并完善文档 2025-10-28 11:45:35 +08:00
github-actions[bot]
6b49471734 chore(editor-core): release v1.0.0 (#193)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-27 15:10:06 +08:00
YHH
fe791e83a8 fix(ci): 添加--access public参数以支持发布公开scoped包 2025-10-27 15:08:00 +08:00
YHH
edbc9eb27f ci(editor-core): 添加npm发布流程支持 2025-10-27 15:04:31 +08:00
github-actions[bot]
2f63034d9a chore(editor): bump version to 1.0.4 (#192)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
Co-authored-by: YHH <359807859@qq.com>
2025-10-27 10:25:27 +08:00
YHH
dee0e0284a chore(behavior-tree): 移除CI测试脚本 2025-10-27 10:12:35 +08:00
1654 changed files with 271021 additions and 81233 deletions

View File

@@ -1,45 +0,0 @@
{
"root": true,
"parser": "@typescript-eslint/parser",
"parserOptions": {
"ecmaVersion": 2020,
"sourceType": "module",
"project": "./tsconfig.json"
},
"plugins": [
"@typescript-eslint"
],
"extends": [
"eslint:recommended",
"plugin:@typescript-eslint/recommended"
],
"rules": {
"semi": ["error", "always"],
"quotes": ["error", "single", { "avoidEscape": true }],
"indent": ["error", 4, { "SwitchCase": 1 }],
"no-trailing-spaces": "error",
"eol-last": ["error", "always"],
"comma-dangle": ["error", "none"],
"object-curly-spacing": ["error", "always"],
"array-bracket-spacing": ["error", "never"],
"arrow-parens": ["error", "always"],
"no-multiple-empty-lines": ["error", { "max": 2, "maxEOF": 1 }],
"no-console": "off",
"@typescript-eslint/no-explicit-any": "off",
"@typescript-eslint/explicit-module-boundary-types": "off",
"@typescript-eslint/no-unused-vars": ["warn", { "argsIgnorePattern": "^_" }],
"@typescript-eslint/no-non-null-assertion": "off"
},
"ignorePatterns": [
"node_modules/",
"dist/",
"bin/",
"build/",
"coverage/",
"thirdparty/",
"examples/lawn-mower-demo/",
"extensions/",
"*.min.js",
"*.d.ts"
]
}

8
.github/codeql/codeql-config.yml vendored Normal file
View File

@@ -0,0 +1,8 @@
name: "CodeQL Config"
# Paths to exclude from analysis
paths-ignore:
- thirdparty
- "**/node_modules"
- "**/dist"
- "**/bin"

View File

@@ -6,8 +6,9 @@ on:
paths:
- 'packages/**'
- 'package.json'
- 'package-lock.json'
- 'pnpm-lock.yaml'
- 'tsconfig.json'
- 'turbo.json'
- 'jest.config.*'
- '.github/workflows/ci.yml'
pull_request:
@@ -15,70 +16,112 @@ on:
paths:
- 'packages/**'
- 'package.json'
- 'package-lock.json'
- 'pnpm-lock.yaml'
- 'tsconfig.json'
- 'turbo.json'
- 'jest.config.*'
- '.github/workflows/ci.yml'
jobs:
test:
ci:
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v4
- name: Install pnpm
uses: pnpm/action-setup@v2
with:
version: 10
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
cache: 'npm'
cache: 'pnpm'
- name: Install Rust stable
uses: dtolnay/rust-toolchain@stable
with:
targets: wasm32-unknown-unknown
# 缓存 Rust 编译结果
- name: Cache Rust dependencies
uses: Swatinem/rust-cache@v2
with:
workspaces: packages/engine
cache-on-failure: true
# 缓存 wasm-pack
- name: Cache wasm-pack
uses: actions/cache@v4
with:
path: ~/.cargo/bin/wasm-pack
key: wasm-pack-${{ runner.os }}
- name: Install wasm-pack
run: |
if ! command -v wasm-pack &> /dev/null; then
cargo install wasm-pack
fi
- name: Install dependencies
run: npm ci
run: pnpm install --no-frozen-lockfile
- name: Build core package first
run: npm run build:core
# 缓存 Turbo
- name: Cache Turbo
uses: actions/cache@v4
with:
path: .turbo
key: turbo-${{ runner.os }}-${{ hashFiles('**/pnpm-lock.yaml') }}-${{ github.sha }}
restore-keys: |
turbo-${{ runner.os }}-${{ hashFiles('**/pnpm-lock.yaml') }}-
turbo-${{ runner.os }}-
# 构建所有包
- name: Build all packages
run: pnpm run build
- name: Copy WASM files to ecs-engine-bindgen
run: |
mkdir -p packages/ecs-engine-bindgen/src/wasm
cp packages/engine/pkg/es_engine.js packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine.d.ts packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine_bg.wasm packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine_bg.wasm.d.ts packages/ecs-engine-bindgen/src/wasm/
# 类型检查
- name: Type check
run: pnpm run type-check
# Lint 检查
- name: Lint check
run: pnpm run lint
# 测试
- name: Run tests with coverage
run: npm run test:ci
run: pnpm run test:ci
- name: Upload coverage to Codecov
uses: codecov/codecov-action@v4
continue-on-error: true
with:
file: ./coverage/lcov.info
flags: unittests
name: codecov-umbrella
fail_ci_if_error: false
build:
runs-on: ubuntu-latest
needs: test
steps:
- name: Checkout code
uses: actions/checkout@v4
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
cache: 'npm'
- name: Install dependencies
run: npm ci
- name: Build project
run: npm run build
- name: Build npm package
run: npm run build:npm
# 构建 npm 包
- name: Build npm packages
run: pnpm run build:npm
# 上传构建产物
- name: Upload build artifacts
uses: actions/upload-artifact@v4
with:
name: build-artifacts
path: |
bin/
dist/
retention-days: 7
packages/*/dist/
packages/*/bin/
retention-days: 7

View File

@@ -14,28 +14,34 @@ jobs:
- name: Checkout code
uses: actions/checkout@v4
- name: Install pnpm
uses: pnpm/action-setup@v2
with:
version: 10
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
cache: 'npm'
cache: 'pnpm'
- name: Install dependencies
run: npm ci
run: pnpm install
- name: Run tests with coverage
run: |
cd packages/core
npm run test:coverage
pnpm run test:coverage
- name: Upload coverage to Codecov
uses: codecov/codecov-action@v4
continue-on-error: true
with:
token: ${{ secrets.CODECOV_TOKEN }}
files: ./packages/core/coverage/coverage-final.json
flags: core
name: core-coverage
fail_ci_if_error: true
fail_ci_if_error: false
verbose: true
- name: Upload coverage artifact

View File

@@ -31,6 +31,7 @@ jobs:
with:
languages: ${{ matrix.language }}
queries: security-and-quality
config-file: ./.github/codeql/codeql-config.yml
- name: Autobuild
uses: github/codeql-action/autobuild@v3

View File

@@ -17,15 +17,20 @@ jobs:
with:
fetch-depth: 0
- name: Install pnpm
uses: pnpm/action-setup@v2
with:
version: 10
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
cache: 'npm'
cache: 'pnpm'
- name: Install commitlint
run: |
npm install --save-dev @commitlint/config-conventional @commitlint/cli
pnpm add -D @commitlint/config-conventional @commitlint/cli
- name: Validate PR commits
run: npx commitlint --from ${{ github.event.pull_request.base.sha }} --to ${{ github.event.pull_request.head.sha }} --verbose

View File

@@ -29,26 +29,31 @@ jobs:
with:
fetch-depth: 0
- name: Install pnpm
uses: pnpm/action-setup@v2
with:
version: 10
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
cache: 'npm'
cache: 'pnpm'
- name: Setup Pages
uses: actions/configure-pages@v4
- name: Install dependencies
run: npm ci
run: pnpm install
- name: Build core package
run: npm run build:core
run: pnpm run build:core
- name: Generate API documentation
run: npm run docs:api
run: pnpm run docs:api
- name: Build documentation
run: npm run docs:build
run: pnpm run docs:build
- name: Upload artifact
uses: actions/upload-pages-artifact@v3

View File

@@ -33,11 +33,16 @@ jobs:
- name: Checkout code
uses: actions/checkout@v4
- name: Install pnpm
uses: pnpm/action-setup@v2
with:
version: 10
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
cache: 'npm'
cache: 'pnpm'
- name: Install Rust stable
uses: dtolnay/rust-toolchain@stable
@@ -57,39 +62,36 @@ jobs:
sudo apt-get install -y libgtk-3-dev libwebkit2gtk-4.0-dev libappindicator3-dev librsvg2-dev patchelf
- name: Install frontend dependencies
run: npm ci
run: pnpm install
- name: Update version in config files (for manual trigger)
if: github.event_name == 'workflow_dispatch'
run: |
cd packages/editor-app
# 临时更新版本号用于构建(不提交到仓库)
npm version ${{ github.event.inputs.version }} --no-git-tag-version
node -e "const pkg=require('./package.json'); pkg.version='${{ github.event.inputs.version }}'; require('fs').writeFileSync('./package.json', JSON.stringify(pkg, null, 2)+'\n')"
node scripts/sync-version.js
- name: Cache TypeScript build
uses: actions/cache@v4
with:
path: |
packages/core/bin
packages/editor-core/dist
packages/behavior-tree/bin
key: ${{ runner.os }}-ts-build-${{ hashFiles('packages/core/src/**', 'packages/editor-core/src/**', 'packages/behavior-tree/src/**') }}
restore-keys: |
${{ runner.os }}-ts-build-
- name: Install wasm-pack
run: cargo install wasm-pack
- name: Build core package
run: npm run build:core
# 使用 Turborepo 自动按依赖顺序构建所有包
# 这会自动处理core -> asset-system -> editor-core -> ui -> 等等
- name: Build all packages with Turborepo
run: pnpm run build
- name: Build editor-core package
- name: Copy WASM files to ecs-engine-bindgen
shell: bash
run: |
cd packages/editor-core
npm run build
mkdir -p packages/ecs-engine-bindgen/src/wasm
cp packages/engine/pkg/es_engine.js packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine.d.ts packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine_bg.wasm packages/ecs-engine-bindgen/src/wasm/
cp packages/engine/pkg/es_engine_bg.wasm.d.ts packages/ecs-engine-bindgen/src/wasm/
- name: Build behavior-tree package
- name: Bundle runtime files for Tauri
run: |
cd packages/behavior-tree
npm run build
cd packages/editor-app
node scripts/bundle-runtime.mjs
- name: Build Tauri app
uses: tauri-apps/tauri-action@v0.5
@@ -126,7 +128,7 @@ jobs:
- name: Update version files
run: |
cd packages/editor-app
npm version ${{ github.event.inputs.version }} --no-git-tag-version
node -e "const pkg=require('./package.json'); pkg.version='${{ github.event.inputs.version }}'; require('fs').writeFileSync('./package.json', JSON.stringify(pkg, null, 2)+'\n')"
node scripts/sync-version.js
- name: Create Pull Request
@@ -138,16 +140,16 @@ jobs:
delete-branch: true
title: "chore(editor): Release v${{ github.event.inputs.version }}"
body: |
## 🚀 Release v${{ github.event.inputs.version }}
## Release v${{ github.event.inputs.version }}
This PR updates the editor version after successful release build.
### Changes
- Updated `packages/editor-app/package.json` → `${{ github.event.inputs.version }}`
- Updated `packages/editor-app/src-tauri/tauri.conf.json` → `${{ github.event.inputs.version }}`
- Updated `packages/editor-app/package.json` → `${{ github.event.inputs.version }}`
- Updated `packages/editor-app/src-tauri/tauri.conf.json` → `${{ github.event.inputs.version }}`
### Release
- 📦 [GitHub Release](https://github.com/${{ github.repository }}/releases/tag/editor-v${{ github.event.inputs.version }})
- [GitHub Release](https://github.com/${{ github.repository }}/releases/tag/editor-v${{ github.event.inputs.version }})
---
*This PR was automatically created by the release workflow.*

View File

@@ -10,6 +10,11 @@ on:
options:
- core
- behavior-tree
- editor-core
- node-editor
- blueprint
- tilemap
- physics-rapier2d
version_type:
description: '版本更新类型'
required: true
@@ -40,21 +45,32 @@ jobs:
fetch-depth: 0
token: ${{ secrets.GITHUB_TOKEN }}
- name: Install pnpm
uses: pnpm/action-setup@v2
with:
version: 10
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
registry-url: 'https://registry.npmjs.org'
cache: 'npm'
cache: 'pnpm'
- name: Install dependencies
run: npm ci
run: pnpm install
- name: Build core package (if needed)
if: ${{ github.event.inputs.package == 'behavior-tree' }}
if: ${{ github.event.inputs.package != 'core' && github.event.inputs.package != 'node-editor' }}
run: |
cd packages/core
npm run build
pnpm run build
- name: Build node-editor package (if needed for blueprint)
if: ${{ github.event.inputs.package == 'blueprint' }}
run: |
cd packages/node-editor
pnpm run build
# - name: Run tests
# run: |
@@ -66,25 +82,33 @@ jobs:
run: |
cd packages/${{ github.event.inputs.package }}
if [ "${{ github.event.inputs.version_type }}" = "custom" ]; then
npm version ${{ github.event.inputs.custom_version }} --no-git-tag-version --allow-same-version
NEW_VERSION=${{ github.event.inputs.custom_version }}
else
npm version ${{ github.event.inputs.version_type }} --no-git-tag-version
# Get current version and bump it
CURRENT=$(node -p "require('./package.json').version")
IFS='.' read -r MAJOR MINOR PATCH <<< "$CURRENT"
case "${{ github.event.inputs.version_type }}" in
major) NEW_VERSION="$((MAJOR+1)).0.0" ;;
minor) NEW_VERSION="$MAJOR.$((MINOR+1)).0" ;;
patch) NEW_VERSION="$MAJOR.$MINOR.$((PATCH+1))" ;;
esac
fi
NEW_VERSION=$(node -p "require('./package.json').version")
# Update package.json using node
node -e "const fs=require('fs'); const pkg=JSON.parse(fs.readFileSync('package.json')); pkg.version='$NEW_VERSION'; fs.writeFileSync('package.json', JSON.stringify(pkg, null, 2)+'\n')"
echo "new_version=$NEW_VERSION" >> $GITHUB_OUTPUT
echo "发布版本: $NEW_VERSION"
- name: Build package
run: |
cd packages/${{ github.event.inputs.package }}
npm run build:npm
pnpm run build:npm
- name: Publish to npm
env:
NODE_AUTH_TOKEN: ${{ secrets.NPM_TOKEN }}
run: |
cd packages/${{ github.event.inputs.package }}/dist
npm publish
pnpm publish --access public --no-git-checks
- name: Create Pull Request
uses: peter-evans/create-pull-request@v6

View File

@@ -22,19 +22,24 @@ jobs:
- name: Checkout
uses: actions/checkout@v4
- name: Install pnpm
uses: pnpm/action-setup@v2
with:
version: 10
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20.x'
cache: 'npm'
cache: 'pnpm'
- name: Install dependencies
run: npm ci
run: pnpm install
- name: Build core package
run: |
cd packages/core
npm run build:npm
pnpm run build:npm
- name: Check bundle size
uses: andresz1/size-limit-action@v1

8
.gitignore vendored
View File

@@ -16,6 +16,10 @@ dist/
*.tmp
*.temp
.cache/
.build-cache/
# Turborepo
.turbo/
# IDE 配置
.idea/
@@ -48,9 +52,9 @@ logs/
coverage/
*.lcov
# 包管理器锁文件保留npm的,忽略其他的
# 包管理器锁文件(忽略yarn保留pnpm
yarn.lock
pnpm-lock.yaml
package-lock.json
# 文档生成
docs/api/

2
.npmrc Normal file
View File

@@ -0,0 +1,2 @@
link-workspace-packages=true
prefer-workspace-packages=true

View File

@@ -37,9 +37,6 @@ This project follows the [Conventional Commits](https://www.conventionalcommits.
- **core**: 核心包 @esengine/ecs-framework
- **math**: 数学库包
- **network-client**: 网络客户端包
- **network-server**: 网络服务端包
- **network-shared**: 网络共享包
- **editor**: 编辑器
- **docs**: 文档

395
README.md
View File

@@ -1,90 +1,61 @@
# ECS Framework
# ESEngine
[![CI](https://github.com/esengine/ecs-framework/workflows/CI/badge.svg)](https://github.com/esengine/ecs-framework/actions)
[![codecov](https://codecov.io/gh/esengine/ecs-framework/graph/badge.svg)](https://codecov.io/gh/esengine/ecs-framework)
[![npm version](https://badge.fury.io/js/%40esengine%2Fecs-framework.svg)](https://badge.fury.io/js/%40esengine%2Fecs-framework)
[![npm downloads](https://img.shields.io/npm/dm/@esengine/ecs-framework.svg)](https://www.npmjs.com/package/@esengine/ecs-framework)
[![Bundle Size](https://img.shields.io/bundlephobia/minzip/@esengine/ecs-framework)](https://bundlephobia.com/package/@esengine/ecs-framework)
[![TypeScript](https://img.shields.io/badge/TypeScript-5.0+-3178C6?style=flat&logo=typescript&logoColor=white)](https://www.typescriptlang.org/)
[![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT)
[![All Contributors](https://img.shields.io/badge/all_contributors-0-orange.svg?style=flat-square)](#contributors)
[![GitHub stars](https://img.shields.io/github/stars/esengine/ecs-framework?style=social)](https://github.com/esengine/ecs-framework/stargazers)
[![DeepWiki](https://img.shields.io/badge/_AI_文档-DeepWiki-6366f1?style=flat&logo=gitbook&logoColor=white)](https://deepwiki.com/esengine/ecs-framework)
**English** | [中文](./README_CN.md)
<div align="center">
**[Documentation](https://esengine.github.io/ecs-framework/) | [API Reference](https://esengine.github.io/ecs-framework/api/) | [Examples](./examples/)**
<p>一个高性能的 TypeScript ECS (Entity-Component-System) 框架,专为现代游戏开发而设计。</p>
ESEngine is a cross-platform 2D game engine for creating games from a unified interface. It provides a comprehensive set of common tools so that developers can focus on making games without having to reinvent the wheel.
<p>A high-performance TypeScript ECS (Entity-Component-System) framework designed for modern game development.</p>
Games can be exported to multiple platforms including Web browsers, WeChat Mini Games, and other mini-game platforms.
</div>
## Free and Open Source
---
ESEngine is completely free and open source under the MIT license. No strings attached, no royalties. Your games are yours.
## 📊 项目统计 / Project Stats
## Features
<div align="center">
- **Data-Driven Architecture**: Built on Entity-Component-System (ECS) pattern for flexible and performant game logic
- **High-Performance Rendering**: Rust/WebAssembly 2D renderer with sprite batching and WebGL 2.0 backend
- **Visual Editor**: Cross-platform desktop editor with scene management, asset browser, and visual tools
- **Modular Design**: Use only what you need. Each feature is a separate module that can be included independently
- **Multi-Platform**: Deploy to Web, WeChat Mini Games, and more from a single codebase
[![Star History Chart](https://api.star-history.com/svg?repos=esengine/ecs-framework&type=Date)](https://star-history.com/#esengine/ecs-framework&Date)
## Getting the Engine
</div>
<div align="center">
<a href="https://github.com/esengine/ecs-framework/graphs/contributors">
<img src="https://contrib.rocks/image?repo=esengine/ecs-framework" />
</a>
</div>
### 📈 下载趋势 / Download Trends
<div align="center">
[![NPM Downloads](https://img.shields.io/npm/dt/@esengine/ecs-framework?label=Total%20Downloads&style=for-the-badge&color=blue)](https://www.npmjs.com/package/@esengine/ecs-framework)
[![NPM Trends](https://img.shields.io/npm/dm/@esengine/ecs-framework?label=Monthly%20Downloads&style=for-the-badge&color=success)](https://npmtrends.com/@esengine/ecs-framework)
</div>
---
## 特性
- **高性能** - 针对大规模实体优化支持SoA存储和批量处理
- **多线程计算** - Worker系统支持真正的并行处理充分利用多核CPU性能
- **类型安全** - 完整的TypeScript支持编译时类型检查
- **现代架构** - 支持多World、多Scene的分层架构设计
- **开发友好** - 内置调试工具和性能监控
- **跨平台** - 支持Cocos Creator、Laya引擎和Web平台
## 安装
### Using npm
```bash
npm install @esengine/ecs-framework
```
## 快速开始
### Building from Source
See [Building from Source](#building-from-source) for detailed instructions.
### Editor Download
Pre-built editor binaries are available on the [Releases](https://github.com/esengine/ecs-framework/releases) page for Windows and macOS.
## Quick Start
```typescript
import { Core, Scene, Component, EntitySystem, ECSComponent, ECSSystem, Matcher, Time } from '@esengine/ecs-framework';
import {
Core, Scene, Entity, Component, EntitySystem,
Matcher, Time, ECSComponent, ECSSystem
} from '@esengine/ecs-framework';
// 定义组件
@ECSComponent('Position')
class Position extends Component {
constructor(public x = 0, public y = 0) {
super();
}
x = 0;
y = 0;
}
@ECSComponent('Velocity')
class Velocity extends Component {
constructor(public dx = 0, public dy = 0) {
super();
}
dx = 0;
dy = 0;
}
// 创建系统
@ECSSystem('Movement')
class MovementSystem extends EntitySystem {
constructor() {
@@ -93,182 +64,182 @@ class MovementSystem extends EntitySystem {
protected process(entities: readonly Entity[]): void {
for (const entity of entities) {
const position = entity.getComponent(Position)!;
const velocity = entity.getComponent(Velocity)!;
position.x += velocity.dx * Time.deltaTime;
position.y += velocity.dy * Time.deltaTime;
const pos = entity.getComponent(Position);
const vel = entity.getComponent(Velocity);
pos.x += vel.dx * Time.deltaTime;
pos.y += vel.dy * Time.deltaTime;
}
}
}
// 创建场景并启动
class GameScene extends Scene {
protected initialize(): void {
this.addSystem(new MovementSystem());
const player = this.createEntity("Player");
player.addComponent(new Position(100, 100));
player.addComponent(new Velocity(50, 0));
}
}
// 启动游戏
Core.create();
Core.setScene(new GameScene());
const scene = new Scene();
scene.addSystem(new MovementSystem());
const player = scene.createEntity('Player');
player.addComponent(new Position());
player.addComponent(new Velocity());
Core.setScene(scene);
// Game loop
let lastTime = 0;
function gameLoop(currentTime: number) {
const deltaTime = (currentTime - lastTime) / 1000;
lastTime = currentTime;
// 游戏循环中更新
function gameLoop(deltaTime: number) {
Core.update(deltaTime);
requestAnimationFrame(gameLoop);
}
requestAnimationFrame(gameLoop);
```
## 核心特性
## Modules
- **实体查询** - 使用 Matcher API 进行高效的实体过滤
- **事件系统** - 类型安全的事件发布/订阅机制
- **性能优化** - SoA 存储优化,支持大规模实体处理
- **多线程支持** - Worker系统实现真正的并行计算充分利用多核CPU
- **多场景** - 支持 World/Scene 分层架构
- **时间管理** - 内置定时器和时间控制系统
ESEngine is organized into modular packages. Each feature has a runtime module and an optional editor extension.
## 🏗️ 架构设计 / Architecture
### Core
```mermaid
graph TB
A[Core 核心] --> B[World 世界]
B --> C[Scene 场景]
C --> D[EntityManager 实体管理器]
C --> E[SystemManager 系统管理器]
D --> F[Entity 实体]
F --> G[Component 组件]
E --> H[EntitySystem 实体系统]
E --> I[WorkerSystem 工作线程系统]
| Package | Description |
|---------|-------------|
| `@esengine/ecs-framework` | Core ECS framework with entity management, component system, and queries |
| `@esengine/math` | Vector, matrix, and mathematical utilities |
| `@esengine/engine` | Rust/WASM 2D renderer |
| `@esengine/engine-core` | Engine module system and lifecycle management |
style A fill:#e1f5ff
style B fill:#fff3e0
style C fill:#f3e5f5
style D fill:#e8f5e9
style E fill:#fff9c4
style F fill:#ffebee
style G fill:#e0f2f1
style H fill:#fce4ec
style I fill:#f1f8e9
### Runtime Modules
| Package | Description |
|---------|-------------|
| `@esengine/sprite` | 2D sprite rendering and animation |
| `@esengine/tilemap` | Tile-based map rendering with animation support |
| `@esengine/physics-rapier2d` | 2D physics simulation powered by Rapier |
| `@esengine/behavior-tree` | Behavior tree AI system |
| `@esengine/blueprint` | Visual scripting runtime |
| `@esengine/camera` | Camera control and management |
| `@esengine/audio` | Audio playback |
| `@esengine/ui` | UI components |
| `@esengine/material-system` | Material and shader system |
| `@esengine/asset-system` | Asset loading and management |
### Editor Extensions
| Package | Description |
|---------|-------------|
| `@esengine/sprite-editor` | Sprite inspector and tools |
| `@esengine/tilemap-editor` | Visual tilemap editor with brush tools |
| `@esengine/physics-rapier2d-editor` | Physics collider visualization and editing |
| `@esengine/behavior-tree-editor` | Visual behavior tree editor |
| `@esengine/blueprint-editor` | Visual scripting editor |
| `@esengine/material-editor` | Material and shader editor |
| `@esengine/shader-editor` | Shader code editor |
### Platform
| Package | Description |
|---------|-------------|
| `@esengine/platform-common` | Platform abstraction interfaces |
| `@esengine/platform-web` | Web browser runtime |
| `@esengine/platform-wechat` | WeChat Mini Game runtime |
## Editor
ESEngine Editor is a cross-platform desktop application built with Tauri and React.
### Features
- Scene hierarchy and entity management
- Component inspector with custom editors
- Asset browser with drag-and-drop support
- Tilemap editor with paint, fill, and selection tools
- Behavior tree visual editor
- Blueprint visual scripting
- Material and shader editing
- Built-in performance profiler
- Localization support (English, Chinese)
### Screenshot
![ESEngine Editor](screenshots/main_screetshot.png)
## Supported Platforms
| Platform | Runtime | Editor |
|----------|---------|--------|
| Web Browser | Yes | - |
| Windows | - | Yes |
| macOS | - | Yes |
| WeChat Mini Game | In Progress | - |
| Playable Ads | Planned | - |
| Android | Planned | - |
| iOS | Planned | - |
| Windows Native | Planned | - |
| Other Platforms | Planned | - |
## Building from Source
### Prerequisites
- Node.js 18 or later
- pnpm 10 or later
- Rust toolchain (for WASM renderer)
- wasm-pack
### Setup
```bash
# Clone repository
git clone https://github.com/esengine/ecs-framework.git
cd ecs-framework
# Install dependencies
pnpm install
# Build all packages
pnpm build
# Build WASM renderer (optional)
pnpm build:wasm
```
## 平台支持
### Running the Editor
支持主流游戏引擎和 Web 平台:
```bash
cd packages/editor-app
pnpm tauri:dev
```
- **Cocos Creator**
- **Laya 引擎**
- **原生 Web** - 浏览器环境直接运行
- **小游戏平台** - 微信、支付宝等小游戏
### Project Structure
## ECS Framework Editor
```
ecs-framework/
├── packages/ Engine packages (runtime, editor, platform)
├── docs/ Documentation source
├── examples/ Example projects
├── scripts/ Build utilities
└── thirdparty/ Third-party dependencies
```
跨平台桌面编辑器,提供可视化开发和调试工具。
## Documentation
### 主要功能
- [Getting Started](https://esengine.github.io/ecs-framework/guide/getting-started.html)
- [Architecture Guide](https://esengine.github.io/ecs-framework/guide/)
- [API Reference](https://esengine.github.io/ecs-framework/api/)
- **场景管理** - 可视化场景层级和实体管理
- **组件检视** - 实时查看和编辑实体组件
- **性能分析** - 内置 Profiler 监控系统性能
- **插件系统** - 可扩展的插件架构
- **远程调试** - 连接运行中的游戏进行实时调试
- **自动更新** - 支持热更新,自动获取最新版本
## Community
### 下载
- [GitHub Issues](https://github.com/esengine/ecs-framework/issues) - Bug reports and feature requests
- [GitHub Discussions](https://github.com/esengine/ecs-framework/discussions) - Questions and ideas
[![Latest Release](https://img.shields.io/github/v/release/esengine/ecs-framework?label=下载最新版本&style=for-the-badge)](https://github.com/esengine/ecs-framework/releases/latest)
## Contributing
支持 Windows、macOS (Intel & Apple Silicon)
Contributions are welcome. Please read the contributing guidelines before submitting a pull request.
### 截图
1. Fork the repository
2. Create a feature branch
3. Make changes with tests
4. Submit a pull request
<img src="screenshots/main_screetshot.png" alt="ECS Framework Editor" width="800">
## License
<details>
<summary>查看更多截图</summary>
**性能分析器**
<img src="screenshots/performance_profiler.png" alt="Performance Profiler" width="600">
**插件管理**
<img src="screenshots/plugin_manager.png" alt="Plugin Manager" width="600">
**设置界面**
<img src="screenshots/settings.png" alt="Settings" width="600">
</details>
## 示例项目
- [Worker系统演示](https://esengine.github.io/ecs-framework/demos/worker-system/) - 多线程物理系统演示,展示高性能并行计算
- [割草机演示](https://github.com/esengine/lawn-mower-demo) - 完整的游戏示例
## 文档
- [📚 AI智能文档](https://deepwiki.com/esengine/ecs-framework) - AI助手随时解答你的问题
- [快速入门](https://esengine.github.io/ecs-framework/guide/getting-started.html) - 详细教程和平台集成
- [完整指南](https://esengine.github.io/ecs-framework/guide/) - ECS 概念和使用指南
- [API 参考](https://esengine.github.io/ecs-framework/api/) - 完整 API 文档
## 生态系统
- [路径寻找](https://github.com/esengine/ecs-astar) - A*、BFS、Dijkstra 算法
- [AI 系统](https://github.com/esengine/BehaviourTree-ai) - 行为树、效用 AI
## 💪 支持项目 / Support the Project
如果这个项目对你有帮助,请考虑:
If this project helps you, please consider:
<div align="center">
[![GitHub Sponsors](https://img.shields.io/badge/Sponsor-GitHub%20Sponsors-ea4aaa?style=for-the-badge&logo=github)](https://github.com/sponsors/esengine)
[![Star on GitHub](https://img.shields.io/badge/⭐_Star-on_GitHub-yellow?style=for-the-badge&logo=github)](https://github.com/esengine/ecs-framework)
</div>
- ⭐ 给项目点个 Star
- 🐛 报告 Bug 或提出新功能
- 📝 改进文档
- 💖 成为赞助者
## 社区与支持
- [问题反馈](https://github.com/esengine/ecs-framework/issues) - Bug 报告和功能建议
- [讨论区](https://github.com/esengine/ecs-framework/discussions) - 提问、分享想法
- [QQ 交流群](https://jq.qq.com/?_wv=1027&k=29w1Nud6) - ecs游戏框架交流
## 贡献者 / Contributors
感谢所有为这个项目做出贡献的人!
Thanks goes to these wonderful people:
<!-- ALL-CONTRIBUTORS-LIST:START - Do not remove or modify this section -->
<!-- prettier-ignore-start -->
<!-- markdownlint-disable -->
<table>
<tbody>
<tr>
<td align="center" valign="top" width="14.28%"><a href="https://github.com/esengine"><img src="https://avatars.githubusercontent.com/esengine?s=100" width="100px;" alt="esengine"/><br /><sub><b>esengine</b></sub></a><br /><a href="#maintenance-esengine" title="Maintenance">🚧</a> <a href="https://github.com/esengine/ecs-framework/commits?author=esengine" title="Code">💻</a> <a href="#design-esengine" title="Design">🎨</a></td>
<td align="center" valign="top" width="14.28%"><a href="https://github.com/foxling"><img src="https://avatars.githubusercontent.com/foxling?s=100" width="100px;" alt="LING YE"/><br /><sub><b>LING YE</b></sub></a><br /><a href="https://github.com/esengine/ecs-framework/commits?author=foxling" title="Code">💻</a></td>
<td align="center" valign="top" width="14.28%"><a href="https://github.com/MirageTank"><img src="https://avatars.githubusercontent.com/MirageTank?s=100" width="100px;" alt="MirageTank"/><br /><sub><b>MirageTank</b></sub></a><br /><a href="https://github.com/esengine/ecs-framework/commits?author=MirageTank" title="Code">💻</a></td>
</tr>
</tbody>
</table>
<!-- markdownlint-restore -->
<!-- prettier-ignore-end -->
<!-- ALL-CONTRIBUTORS-LIST:END -->
本项目遵循 [all-contributors](https://github.com/all-contributors/all-contributors) 规范。欢迎任何形式的贡献!
## 许可证
[MIT](LICENSE) © 2025 ECS Framework
ESEngine is licensed under the [MIT License](LICENSE).

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@@ -0,0 +1,246 @@
# ESEngine
[English](./README.md) | **中文**
**[文档](https://esengine.github.io/ecs-framework/) | [API 参考](https://esengine.github.io/ecs-framework/api/) | [示例](./examples/)**
ESEngine 是一个跨平台 2D 游戏引擎,提供统一的开发界面。它包含完整的常用工具集,让开发者专注于游戏创作本身。
游戏可以导出到多个平台,包括 Web 浏览器、微信小游戏等小游戏平台。
## 免费开源
ESEngine 基于 MIT 协议完全免费开源。无附加条件,无版税。你的游戏完全属于你。
## 特性
- **数据驱动架构**:基于 ECS实体-组件-系统)模式构建,提供灵活高效的游戏逻辑
- **高性能渲染**Rust/WebAssembly 2D 渲染器,支持精灵批处理和 WebGL 2.0
- **可视化编辑器**:跨平台桌面编辑器,包含场景管理、资源浏览器和可视化工具
- **模块化设计**:按需使用,每个功能都是独立模块,可单独引入
- **多平台支持**:一套代码部署到 Web、微信小游戏等多个平台
## 获取引擎
### 通过 npm 安装
```bash
npm install @esengine/ecs-framework
```
### 从源码构建
详见 [从源码构建](#从源码构建) 章节。
### 编辑器下载
预编译的编辑器可在 [Releases](https://github.com/esengine/ecs-framework/releases) 页面下载,支持 Windows 和 macOS。
## 快速开始
```typescript
import {
Core, Scene, Entity, Component, EntitySystem,
Matcher, Time, ECSComponent, ECSSystem
} from '@esengine/ecs-framework';
@ECSComponent('Position')
class Position extends Component {
x = 0;
y = 0;
}
@ECSComponent('Velocity')
class Velocity extends Component {
dx = 0;
dy = 0;
}
@ECSSystem('Movement')
class MovementSystem extends EntitySystem {
constructor() {
super(Matcher.all(Position, Velocity));
}
protected process(entities: readonly Entity[]): void {
for (const entity of entities) {
const pos = entity.getComponent(Position);
const vel = entity.getComponent(Velocity);
pos.x += vel.dx * Time.deltaTime;
pos.y += vel.dy * Time.deltaTime;
}
}
}
Core.create();
const scene = new Scene();
scene.addSystem(new MovementSystem());
const player = scene.createEntity('Player');
player.addComponent(new Position());
player.addComponent(new Velocity());
Core.setScene(scene);
// 游戏循环
let lastTime = 0;
function gameLoop(currentTime: number) {
const deltaTime = (currentTime - lastTime) / 1000;
lastTime = currentTime;
Core.update(deltaTime);
requestAnimationFrame(gameLoop);
}
requestAnimationFrame(gameLoop);
```
## 模块
ESEngine 采用模块化组织。每个功能都有运行时模块和可选的编辑器扩展。
### 核心
| 包名 | 描述 |
|------|------|
| `@esengine/ecs-framework` | ECS 框架核心,包含实体管理、组件系统和查询 |
| `@esengine/math` | 向量、矩阵和数学工具 |
| `@esengine/engine` | Rust/WASM 2D 渲染器 |
| `@esengine/engine-core` | 引擎模块系统和生命周期管理 |
### 运行时模块
| 包名 | 描述 |
|------|------|
| `@esengine/sprite` | 2D 精灵渲染和动画 |
| `@esengine/tilemap` | Tilemap 渲染,支持动画 |
| `@esengine/physics-rapier2d` | 基于 Rapier 的 2D 物理模拟 |
| `@esengine/behavior-tree` | 行为树 AI 系统 |
| `@esengine/blueprint` | 可视化脚本运行时 |
| `@esengine/camera` | 相机控制和管理 |
| `@esengine/audio` | 音频播放 |
| `@esengine/ui` | UI 组件 |
| `@esengine/material-system` | 材质和着色器系统 |
| `@esengine/asset-system` | 资源加载和管理 |
### 编辑器扩展
| 包名 | 描述 |
|------|------|
| `@esengine/sprite-editor` | 精灵检视器和工具 |
| `@esengine/tilemap-editor` | 可视化 Tilemap 编辑器,支持笔刷工具 |
| `@esengine/physics-rapier2d-editor` | 物理碰撞体可视化和编辑 |
| `@esengine/behavior-tree-editor` | 可视化行为树编辑器 |
| `@esengine/blueprint-editor` | 可视化脚本编辑器 |
| `@esengine/material-editor` | 材质和着色器编辑器 |
| `@esengine/shader-editor` | 着色器代码编辑器 |
### 平台
| 包名 | 描述 |
|------|------|
| `@esengine/platform-common` | 平台抽象接口 |
| `@esengine/platform-web` | Web 浏览器运行时 |
| `@esengine/platform-wechat` | 微信小游戏运行时 |
## 编辑器
ESEngine 编辑器是基于 Tauri 和 React 构建的跨平台桌面应用。
### 功能
- 场景层级和实体管理
- 组件检视器,支持自定义编辑器
- 资源浏览器,支持拖放
- Tilemap 编辑器,支持绘制、填充、选择工具
- 行为树可视化编辑器
- 蓝图可视化脚本
- 材质和着色器编辑
- 内置性能分析器
- 多语言支持(英文、中文)
### 截图
![ESEngine Editor](screenshots/main_screetshot.png)
## 支持的平台
| 平台 | 运行时 | 编辑器 |
|------|--------|--------|
| Web 浏览器 | 支持 | - |
| Windows | - | 支持 |
| macOS | - | 支持 |
| 微信小游戏 | 开发中 | - |
| Playable 可玩广告 | 计划中 | - |
| Android | 计划中 | - |
| iOS | 计划中 | - |
| Windows 原生 | 计划中 | - |
| 其他平台 | 计划中 | - |
## 从源码构建
### 前置要求
- Node.js 18 或更高版本
- pnpm 10 或更高版本
- Rust 工具链(用于 WASM 渲染器)
- wasm-pack
### 安装
```bash
# 克隆仓库
git clone https://github.com/esengine/ecs-framework.git
cd ecs-framework
# 安装依赖
pnpm install
# 构建所有包
pnpm build
# 构建 WASM 渲染器(可选)
pnpm build:wasm
```
### 运行编辑器
```bash
cd packages/editor-app
pnpm tauri:dev
```
### 项目结构
```
ecs-framework/
├── packages/ 引擎包(运行时、编辑器、平台)
├── docs/ 文档源码
├── examples/ 示例项目
├── scripts/ 构建工具
└── thirdparty/ 第三方依赖
```
## 文档
- [快速入门](https://esengine.github.io/ecs-framework/guide/getting-started.html)
- [架构指南](https://esengine.github.io/ecs-framework/guide/)
- [API 参考](https://esengine.github.io/ecs-framework/api/)
## 社区
- [GitHub Issues](https://github.com/esengine/ecs-framework/issues) - Bug 反馈和功能建议
- [GitHub Discussions](https://github.com/esengine/ecs-framework/discussions) - 问题和想法
- [QQ 交流群](https://jq.qq.com/?_wv=1027&k=29w1Nud6) - 中文社区
## 贡献
欢迎贡献代码。提交 PR 前请阅读贡献指南。
1. Fork 仓库
2. 创建功能分支
3. 修改代码并测试
4. 提交 PR
## 许可证
ESEngine 基于 [MIT 协议](LICENSE) 开源。

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@@ -0,0 +1,53 @@
# Codecov 配置文件
# https://docs.codecov.com/docs/codecov-yaml
coverage:
status:
# 项目整体覆盖率要求
project:
default:
target: auto
threshold: 1%
base: auto
# 补丁覆盖率要求(针对 PR 中的新代码)
patch:
default:
target: 50% # 降低补丁覆盖率要求到 50%
threshold: 5%
base: auto
# 精确度设置
precision: 2
round: down
range: "70...100"
# 注释设置
comment:
layout: "reach,diff,flags,tree,files"
behavior: default
require_changes: false
require_base: false
require_head: true
# 忽略的文件/目录
ignore:
- "tests/**/*"
- "**/*.test.ts"
- "**/*.spec.ts"
- "**/test/**/*"
- "**/tests/**/*"
- "bin/**/*"
- "dist/**/*"
- "node_modules/**/*"
# 标志组
flags:
core:
paths:
- packages/core/src/
carryforward: true
# GitHub Checks 配置
github_checks:
annotations: true

View File

@@ -9,6 +9,184 @@ const corePackageJson = JSON.parse(
readFileSync(join(__dirname, '../../packages/core/package.json'), 'utf-8')
)
// Import i18n messages
import en from './i18n/en.json' with { type: 'json' }
import zh from './i18n/zh.json' with { type: 'json' }
// 创建侧边栏配置 | Create sidebar config
// prefix: 路径前缀,如 '' 或 '/en' | Path prefix like '' or '/en'
function createSidebar(t, prefix = '') {
return {
[`${prefix}/guide/`]: [
{
text: t.sidebar.gettingStarted,
items: [
{ text: t.sidebar.quickStart, link: `${prefix}/guide/getting-started` },
{ text: t.sidebar.guideOverview, link: `${prefix}/guide/` }
]
},
{
text: t.sidebar.coreConcepts,
collapsed: false,
items: [
{ text: t.sidebar.entity, link: `${prefix}/guide/entity` },
{ text: t.sidebar.hierarchy, link: `${prefix}/guide/hierarchy` },
{ text: t.sidebar.component, link: `${prefix}/guide/component` },
{ text: t.sidebar.entityQuery, link: `${prefix}/guide/entity-query` },
{
text: t.sidebar.system,
link: `${prefix}/guide/system`,
items: [
{ text: t.sidebar.workerSystem, link: `${prefix}/guide/worker-system` }
]
},
{
text: t.sidebar.scene,
link: `${prefix}/guide/scene`,
items: [
{ text: t.sidebar.sceneManager, link: `${prefix}/guide/scene-manager` },
{ text: t.sidebar.worldManager, link: `${prefix}/guide/world-manager` }
]
},
{
text: t.sidebar.behaviorTree,
link: `${prefix}/guide/behavior-tree/`,
items: [
{ text: t.sidebar.btGettingStarted, link: `${prefix}/guide/behavior-tree/getting-started` },
{ text: t.sidebar.btCoreConcepts, link: `${prefix}/guide/behavior-tree/core-concepts` },
{ text: t.sidebar.btEditorGuide, link: `${prefix}/guide/behavior-tree/editor-guide` },
{ text: t.sidebar.btEditorWorkflow, link: `${prefix}/guide/behavior-tree/editor-workflow` },
{ text: t.sidebar.btCustomActions, link: `${prefix}/guide/behavior-tree/custom-actions` },
{ text: t.sidebar.btCocosIntegration, link: `${prefix}/guide/behavior-tree/cocos-integration` },
{ text: t.sidebar.btLayaIntegration, link: `${prefix}/guide/behavior-tree/laya-integration` },
{ text: t.sidebar.btAdvancedUsage, link: `${prefix}/guide/behavior-tree/advanced-usage` },
{ text: t.sidebar.btBestPractices, link: `${prefix}/guide/behavior-tree/best-practices` }
]
},
{ text: t.sidebar.serialization, link: `${prefix}/guide/serialization` },
{ text: t.sidebar.eventSystem, link: `${prefix}/guide/event-system` },
{ text: t.sidebar.timeAndTimers, link: `${prefix}/guide/time-and-timers` },
{ text: t.sidebar.logging, link: `${prefix}/guide/logging` }
]
},
{
text: t.sidebar.advancedFeatures,
collapsed: false,
items: [
{ text: t.sidebar.serviceContainer, link: `${prefix}/guide/service-container` },
{ text: t.sidebar.pluginSystem, link: `${prefix}/guide/plugin-system` }
]
},
{
text: t.sidebar.platformAdapters,
link: `${prefix}/guide/platform-adapter`,
collapsed: false,
items: [
{ text: t.sidebar.browserAdapter, link: `${prefix}/guide/platform-adapter/browser` },
{ text: t.sidebar.wechatAdapter, link: `${prefix}/guide/platform-adapter/wechat-minigame` },
{ text: t.sidebar.nodejsAdapter, link: `${prefix}/guide/platform-adapter/nodejs` }
]
}
],
[`${prefix}/examples/`]: [
{
text: t.sidebar.examples,
items: [
{ text: t.sidebar.examplesOverview, link: `${prefix}/examples/` },
{ text: t.nav.workerDemo, link: `${prefix}/examples/worker-system-demo` }
]
}
],
[`${prefix}/api/`]: [
{
text: t.sidebar.apiReference,
items: [
{ text: t.sidebar.overview, link: `${prefix}/api/README` },
{
text: t.sidebar.coreClasses,
collapsed: false,
items: [
{ text: 'Core', link: `${prefix}/api/classes/Core` },
{ text: 'Scene', link: `${prefix}/api/classes/Scene` },
{ text: 'World', link: `${prefix}/api/classes/World` },
{ text: 'Entity', link: `${prefix}/api/classes/Entity` },
{ text: 'Component', link: `${prefix}/api/classes/Component` },
{ text: 'EntitySystem', link: `${prefix}/api/classes/EntitySystem` }
]
},
{
text: t.sidebar.systemClasses,
collapsed: true,
items: [
{ text: 'PassiveSystem', link: `${prefix}/api/classes/PassiveSystem` },
{ text: 'ProcessingSystem', link: `${prefix}/api/classes/ProcessingSystem` },
{ text: 'IntervalSystem', link: `${prefix}/api/classes/IntervalSystem` }
]
},
{
text: t.sidebar.utilities,
collapsed: true,
items: [
{ text: 'Matcher', link: `${prefix}/api/classes/Matcher` },
{ text: 'Time', link: `${prefix}/api/classes/Time` },
{ text: 'PerformanceMonitor', link: `${prefix}/api/classes/PerformanceMonitor` },
{ text: 'DebugManager', link: `${prefix}/api/classes/DebugManager` }
]
},
{
text: t.sidebar.interfaces,
collapsed: true,
items: [
{ text: 'IScene', link: `${prefix}/api/interfaces/IScene` },
{ text: 'IComponent', link: `${prefix}/api/interfaces/IComponent` },
{ text: 'ISystemBase', link: `${prefix}/api/interfaces/ISystemBase` },
{ text: 'ICoreConfig', link: `${prefix}/api/interfaces/ICoreConfig` }
]
},
{
text: t.sidebar.decorators,
collapsed: true,
items: [
{ text: '@ECSComponent', link: `${prefix}/api/functions/ECSComponent` },
{ text: '@ECSSystem', link: `${prefix}/api/functions/ECSSystem` }
]
},
{
text: t.sidebar.enums,
collapsed: true,
items: [
{ text: 'ECSEventType', link: `${prefix}/api/enumerations/ECSEventType` },
{ text: 'LogLevel', link: `${prefix}/api/enumerations/LogLevel` }
]
}
]
}
]
}
}
// 创建导航配置 | Create nav config
// prefix: 路径前缀,如 '' 或 '/en' | Path prefix like '' or '/en'
function createNav(t, prefix = '') {
return [
{ text: t.nav.home, link: `${prefix}/` },
{ text: t.nav.quickStart, link: `${prefix}/guide/getting-started` },
{ text: t.nav.guide, link: `${prefix}/guide/` },
{ text: t.nav.api, link: `${prefix}/api/README` },
{
text: t.nav.examples,
items: [
{ text: t.nav.workerDemo, link: `${prefix}/examples/worker-system-demo` },
{ text: t.nav.lawnMowerDemo, link: 'https://github.com/esengine/lawn-mower-demo' }
]
},
{
text: `v${corePackageJson.version}`,
link: 'https://github.com/esengine/ecs-framework/releases'
}
]
}
export default defineConfig({
vite: {
plugins: [
@@ -28,160 +206,49 @@ export default defineConfig({
}
}
},
title: 'ECS Framework',
description: '高性能TypeScript ECS框架 - 为游戏开发而生',
lang: 'zh-CN',
title: 'ESEngine',
appearance: 'force-dark',
locales: {
root: {
label: '简体中文',
lang: 'zh-CN',
description: '高性能 TypeScript ECS 框架 - 为游戏开发而生',
themeConfig: {
nav: createNav(zh, ''),
sidebar: createSidebar(zh, ''),
editLink: {
pattern: 'https://github.com/esengine/ecs-framework/edit/master/docs/:path',
text: zh.common.editOnGithub
},
outline: {
level: [2, 3],
label: zh.common.onThisPage
}
}
},
en: {
label: 'English',
lang: 'en',
link: '/en/',
description: 'High-performance TypeScript ECS Framework for Game Development',
themeConfig: {
nav: createNav(en, '/en'),
sidebar: createSidebar(en, '/en'),
editLink: {
pattern: 'https://github.com/esengine/ecs-framework/edit/master/docs/:path',
text: en.common.editOnGithub
},
outline: {
level: [2, 3],
label: en.common.onThisPage
}
}
}
},
themeConfig: {
nav: [
{ text: '首页', link: '/' },
{ text: '快速开始', link: '/guide/getting-started' },
{ text: '指南', link: '/guide/' },
{ text: 'API', link: '/api/README' },
{
text: '示例',
items: [
{ text: 'Worker系统演示', link: '/examples/worker-system-demo' },
{ text: '割草机演示', link: 'https://github.com/esengine/lawn-mower-demo' }
]
},
{
text: `v${corePackageJson.version}`,
link: 'https://github.com/esengine/ecs-framework/releases'
}
],
sidebar: {
'/guide/': [
{
text: '开始使用',
items: [
{ text: '快速开始', link: '/guide/getting-started' },
{ text: '指南概览', link: '/guide/' }
]
},
{
text: '核心概念',
collapsed: false,
items: [
{ text: '实体类 (Entity)', link: '/guide/entity' },
{ text: '组件系统 (Component)', link: '/guide/component' },
{ text: '实体查询系统', link: '/guide/entity-query' },
{
text: '系统架构 (System)',
link: '/guide/system',
items: [
{ text: 'Worker系统 (多线程)', link: '/guide/worker-system' }
]
},
{
text: '场景管理 (Scene)',
link: '/guide/scene',
items: [
{ text: 'SceneManager', link: '/guide/scene-manager' },
{ text: 'WorldManager', link: '/guide/world-manager' }
]
},
{ text: '序列化系统 (Serialization)', link: '/guide/serialization' },
{ text: '事件系统 (Event)', link: '/guide/event-system' },
{ text: '时间和定时器 (Time)', link: '/guide/time-and-timers' },
{ text: '日志系统 (Logger)', link: '/guide/logging' }
]
},
{
text: '高级特性',
collapsed: false,
items: [
{ text: '服务容器 (Service Container)', link: '/guide/service-container' },
{ text: '插件系统 (Plugin System)', link: '/guide/plugin-system' }
]
},
{
text: '平台适配器',
link: '/guide/platform-adapter',
collapsed: false,
items: [
{ text: '浏览器适配器', link: '/guide/platform-adapter/browser' },
{ text: '微信小游戏适配器', link: '/guide/platform-adapter/wechat-minigame' },
{ text: 'Node.js适配器', link: '/guide/platform-adapter/nodejs' }
]
}
],
'/examples/': [
{
text: '示例',
items: [
{ text: '示例概览', link: '/examples/' },
{ text: 'Worker系统演示', link: '/examples/worker-system-demo' }
]
}
],
'/api/': [
{
text: 'API 参考',
items: [
{ text: '概述', link: '/api/README' },
{
text: '核心类',
collapsed: false,
items: [
{ text: 'Core', link: '/api/classes/Core' },
{ text: 'Scene', link: '/api/classes/Scene' },
{ text: 'World', link: '/api/classes/World' },
{ text: 'Entity', link: '/api/classes/Entity' },
{ text: 'Component', link: '/api/classes/Component' },
{ text: 'EntitySystem', link: '/api/classes/EntitySystem' }
]
},
{
text: '系统类',
collapsed: true,
items: [
{ text: 'PassiveSystem', link: '/api/classes/PassiveSystem' },
{ text: 'ProcessingSystem', link: '/api/classes/ProcessingSystem' },
{ text: 'IntervalSystem', link: '/api/classes/IntervalSystem' }
]
},
{
text: '工具类',
collapsed: true,
items: [
{ text: 'Matcher', link: '/api/classes/Matcher' },
{ text: 'Time', link: '/api/classes/Time' },
{ text: 'PerformanceMonitor', link: '/api/classes/PerformanceMonitor' },
{ text: 'DebugManager', link: '/api/classes/DebugManager' }
]
},
{
text: '接口',
collapsed: true,
items: [
{ text: 'IScene', link: '/api/interfaces/IScene' },
{ text: 'IComponent', link: '/api/interfaces/IComponent' },
{ text: 'ISystemBase', link: '/api/interfaces/ISystemBase' },
{ text: 'ICoreConfig', link: '/api/interfaces/ICoreConfig' }
]
},
{
text: '装饰器',
collapsed: true,
items: [
{ text: '@ECSComponent', link: '/api/functions/ECSComponent' },
{ text: '@ECSSystem', link: '/api/functions/ECSSystem' }
]
},
{
text: '枚举',
collapsed: true,
items: [
{ text: 'ECSEventType', link: '/api/enumerations/ECSEventType' },
{ text: 'LogLevel', link: '/api/enumerations/LogLevel' }
]
}
]
}
]
},
siteTitle: 'ESEngine',
socialLinks: [
{ icon: 'github', link: 'https://github.com/esengine/ecs-framework' }
@@ -192,18 +259,8 @@ export default defineConfig({
copyright: 'Copyright © 2025 ECS Framework'
},
editLink: {
pattern: 'https://github.com/esengine/ecs-framework/edit/master/docs/:path',
text: '在 GitHub 上编辑此页'
},
search: {
provider: 'local'
},
outline: {
level: [2, 3],
label: '目录'
}
},
@@ -212,7 +269,7 @@ export default defineConfig({
['link', { rel: 'icon', href: '/favicon.ico' }]
],
base: '/ecs-framework/',
base: '/',
cleanUrls: true,
markdown: {
@@ -222,4 +279,4 @@ export default defineConfig({
dark: 'github-dark'
}
}
})
})

View File

@@ -0,0 +1,85 @@
{
"nav": {
"home": "Home",
"quickStart": "Quick Start",
"guide": "Guide",
"api": "API",
"examples": "Examples",
"workerDemo": "Worker System Demo",
"lawnMowerDemo": "Lawn Mower Demo"
},
"sidebar": {
"gettingStarted": "Getting Started",
"quickStart": "Quick Start",
"guideOverview": "Guide Overview",
"coreConcepts": "Core Concepts",
"entity": "Entity",
"hierarchy": "Hierarchy",
"component": "Component",
"entityQuery": "Entity Query",
"system": "System",
"workerSystem": "Worker System (Multithreading)",
"scene": "Scene",
"sceneManager": "SceneManager",
"worldManager": "WorldManager",
"behaviorTree": "Behavior Tree",
"btGettingStarted": "Getting Started",
"btCoreConcepts": "Core Concepts",
"btEditorGuide": "Editor Guide",
"btEditorWorkflow": "Editor Workflow",
"btCustomActions": "Custom Actions",
"btCocosIntegration": "Cocos Creator Integration",
"btLayaIntegration": "Laya Engine Integration",
"btAdvancedUsage": "Advanced Usage",
"btBestPractices": "Best Practices",
"serialization": "Serialization",
"eventSystem": "Event System",
"timeAndTimers": "Time and Timers",
"logging": "Logging",
"advancedFeatures": "Advanced Features",
"serviceContainer": "Service Container",
"pluginSystem": "Plugin System",
"platformAdapters": "Platform Adapters",
"browserAdapter": "Browser Adapter",
"wechatAdapter": "WeChat Mini Game Adapter",
"nodejsAdapter": "Node.js Adapter",
"examples": "Examples",
"examplesOverview": "Examples Overview",
"apiReference": "API Reference",
"overview": "Overview",
"coreClasses": "Core Classes",
"systemClasses": "System Classes",
"utilities": "Utilities",
"interfaces": "Interfaces",
"decorators": "Decorators",
"enums": "Enums"
},
"home": {
"title": "ESEngine - High-performance TypeScript ECS Framework",
"quickLinks": "Quick Links",
"viewDocs": "View Docs",
"getStarted": "Get Started",
"getStartedDesc": "From installation to your first ECS app, learn the core concepts in 5 minutes.",
"aiSystem": "AI System",
"behaviorTreeEditor": "Visual Behavior Tree Editor",
"behaviorTreeDesc": "Built-in AI behavior tree system with visual editing and real-time debugging.",
"coreFeatures": "Core Features",
"ecsArchitecture": "High-performance ECS Architecture",
"ecsArchitectureDesc": "Data-driven entity component system for large-scale entity processing with cache-friendly memory layout.",
"typeSupport": "Full Type Support",
"typeSupportDesc": "100% TypeScript with complete type definitions and compile-time checking for the best development experience.",
"visualBehaviorTree": "Visual Behavior Tree",
"visualBehaviorTreeDesc": "Built-in AI behavior tree system with visual editor, custom nodes, and real-time debugging.",
"multiPlatform": "Multi-Platform Support",
"multiPlatformDesc": "Support for browsers, Node.js, WeChat Mini Games, and seamless integration with major game engines.",
"modularDesign": "Modular Design",
"modularDesignDesc": "Core features packaged independently, import only what you need. Support for custom plugin extensions.",
"devTools": "Developer Tools",
"devToolsDesc": "Built-in performance monitoring, debugging tools, serialization system, and complete development toolchain.",
"learnMore": "Learn more →"
},
"common": {
"editOnGithub": "Edit this page on GitHub",
"onThisPage": "On this page"
}
}

View File

@@ -0,0 +1,21 @@
import en from './en.json'
import zh from './zh.json'
export const messages = { en, zh }
export type Locale = 'en' | 'zh'
export function getLocaleMessages(locale: Locale) {
return messages[locale] || messages.en
}
// Helper to get nested key value
export function t(messages: typeof en, key: string): string {
const keys = key.split('.')
let result: any = messages
for (const k of keys) {
result = result?.[k]
if (result === undefined) return key
}
return result
}

View File

@@ -0,0 +1,85 @@
{
"nav": {
"home": "首页",
"quickStart": "快速开始",
"guide": "指南",
"api": "API",
"examples": "示例",
"workerDemo": "Worker系统演示",
"lawnMowerDemo": "割草机演示"
},
"sidebar": {
"gettingStarted": "开始使用",
"quickStart": "快速开始",
"guideOverview": "指南概览",
"coreConcepts": "核心概念",
"entity": "实体类 (Entity)",
"hierarchy": "层级系统 (Hierarchy)",
"component": "组件系统 (Component)",
"entityQuery": "实体查询系统",
"system": "系统架构 (System)",
"workerSystem": "Worker系统 (多线程)",
"scene": "场景管理 (Scene)",
"sceneManager": "SceneManager",
"worldManager": "WorldManager",
"behaviorTree": "行为树系统 (Behavior Tree)",
"btGettingStarted": "快速开始",
"btCoreConcepts": "核心概念",
"btEditorGuide": "编辑器指南",
"btEditorWorkflow": "编辑器工作流",
"btCustomActions": "自定义动作组件",
"btCocosIntegration": "Cocos Creator集成",
"btLayaIntegration": "Laya引擎集成",
"btAdvancedUsage": "高级用法",
"btBestPractices": "最佳实践",
"serialization": "序列化系统 (Serialization)",
"eventSystem": "事件系统 (Event)",
"timeAndTimers": "时间和定时器 (Time)",
"logging": "日志系统 (Logger)",
"advancedFeatures": "高级特性",
"serviceContainer": "服务容器 (Service Container)",
"pluginSystem": "插件系统 (Plugin System)",
"platformAdapters": "平台适配器",
"browserAdapter": "浏览器适配器",
"wechatAdapter": "微信小游戏适配器",
"nodejsAdapter": "Node.js适配器",
"examples": "示例",
"examplesOverview": "示例概览",
"apiReference": "API 参考",
"overview": "概述",
"coreClasses": "核心类",
"systemClasses": "系统类",
"utilities": "工具类",
"interfaces": "接口",
"decorators": "装饰器",
"enums": "枚举"
},
"home": {
"title": "ESEngine - 高性能 TypeScript ECS 框架",
"quickLinks": "快速入口",
"viewDocs": "查看文档",
"getStarted": "快速开始",
"getStartedDesc": "从安装到创建第一个 ECS 应用,快速了解核心概念。",
"aiSystem": "AI 系统",
"behaviorTreeEditor": "行为树可视化编辑器",
"behaviorTreeDesc": "内置 AI 行为树系统,支持可视化编辑和实时调试。",
"coreFeatures": "核心特性",
"ecsArchitecture": "高性能 ECS 架构",
"ecsArchitectureDesc": "基于数据驱动的实体组件系统,支持大规模实体处理,缓存友好的内存布局。",
"typeSupport": "完整类型支持",
"typeSupportDesc": "100% TypeScript 编写,完整的类型定义和编译时检查,提供最佳的开发体验。",
"visualBehaviorTree": "可视化行为树",
"visualBehaviorTreeDesc": "内置 AI 行为树系统,提供可视化编辑器,支持自定义节点和实时调试。",
"multiPlatform": "多平台支持",
"multiPlatformDesc": "支持浏览器、Node.js、微信小游戏等多平台可与主流游戏引擎无缝集成。",
"modularDesign": "模块化设计",
"modularDesignDesc": "核心功能独立打包,按需引入。支持自定义插件扩展,灵活适配不同项目。",
"devTools": "开发者工具",
"devToolsDesc": "内置性能监控、调试工具、序列化系统等,提供完整的开发工具链。",
"learnMore": "了解更多 →"
},
"common": {
"editOnGithub": "在 GitHub 上编辑此页",
"onThisPage": "在这个页面上"
}
}

View File

@@ -0,0 +1,93 @@
<script setup>
defineProps({
title: String,
description: String,
icon: String,
link: String,
image: String
})
</script>
<template>
<a :href="link" class="feature-card">
<div class="card-image" v-if="image">
<img :src="image" :alt="title" />
</div>
<div class="card-body">
<div class="card-icon" v-if="icon && !image">{{ icon }}</div>
<h3 class="card-title">{{ title }}</h3>
<p class="card-description">{{ description }}</p>
</div>
</a>
</template>
<style scoped>
.feature-card {
display: flex;
flex-direction: column;
background: var(--es-bg-elevated, #252526);
border: 1px solid var(--es-border-default, #3e3e42);
border-radius: 4px;
overflow: hidden;
text-decoration: none;
transition: all 0.15s ease;
}
.feature-card:hover {
border-color: var(--es-primary, #007acc);
background: var(--es-bg-overlay, #2d2d2d);
}
.card-image {
width: 100%;
height: 160px;
overflow: hidden;
background: linear-gradient(135deg, #1e3a5f 0%, #1e1e1e 100%);
}
.card-image img {
width: 100%;
height: 100%;
object-fit: cover;
transition: transform 0.3s ease;
}
.feature-card:hover .card-image img {
transform: scale(1.05);
}
.card-body {
padding: 16px;
flex: 1;
display: flex;
flex-direction: column;
}
.card-icon {
font-size: 1.5rem;
margin-bottom: 12px;
width: 40px;
height: 40px;
display: flex;
align-items: center;
justify-content: center;
background: var(--es-bg-input, #3c3c3c);
border-radius: 4px;
}
.card-title {
font-size: 14px;
font-weight: 600;
color: var(--es-text-inverse, #ffffff);
margin: 0 0 8px 0;
line-height: 1.3;
}
.card-description {
font-size: 12px;
color: var(--es-text-secondary, #9d9d9d);
margin: 0;
line-height: 1.6;
flex: 1;
}
</style>

View File

@@ -0,0 +1,422 @@
<script setup>
import { onMounted, onUnmounted, ref } from 'vue'
const canvasRef = ref(null)
let animationId = null
let particles = []
let animationStartTime = null
let glowStartTime = null
// ESEngine 粒子颜色 - VS Code 风格配色(与编辑器统一)
const colors = ['#569CD6', '#4EC9B0', '#9CDCFE', '#C586C0', '#DCDCAA']
class Particle {
constructor(x, y, targetX, targetY) {
this.x = x
this.y = y
this.targetX = targetX
this.targetY = targetY
this.size = Math.random() * 2 + 1.5
this.alpha = Math.random() * 0.5 + 0.5
this.color = colors[Math.floor(Math.random() * colors.length)]
}
}
function createParticles(canvas, text, fontSize) {
const tempCanvas = document.createElement('canvas')
const tempCtx = tempCanvas.getContext('2d')
if (!tempCtx) return []
tempCtx.font = `bold ${fontSize}px "Segoe UI", Arial, sans-serif`
const textMetrics = tempCtx.measureText(text)
const textWidth = textMetrics.width
const textHeight = fontSize
tempCanvas.width = textWidth + 40
tempCanvas.height = textHeight + 40
tempCtx.font = `bold ${fontSize}px "Segoe UI", Arial, sans-serif`
tempCtx.textAlign = 'center'
tempCtx.textBaseline = 'middle'
tempCtx.fillStyle = '#ffffff'
tempCtx.fillText(text, tempCanvas.width / 2, tempCanvas.height / 2)
const imageData = tempCtx.getImageData(0, 0, tempCanvas.width, tempCanvas.height)
const pixels = imageData.data
const newParticles = []
const gap = 3
const width = canvas.width / (window.devicePixelRatio || 1)
const height = canvas.height / (window.devicePixelRatio || 1)
const offsetX = (width - tempCanvas.width) / 2
const offsetY = (height - tempCanvas.height) / 2
for (let y = 0; y < tempCanvas.height; y += gap) {
for (let x = 0; x < tempCanvas.width; x += gap) {
const index = (y * tempCanvas.width + x) * 4
const alpha = pixels[index + 3] || 0
if (alpha > 128) {
const angle = Math.random() * Math.PI * 2
const distance = Math.random() * Math.max(width, height)
newParticles.push(new Particle(
width / 2 + Math.cos(angle) * distance,
height / 2 + Math.sin(angle) * distance,
offsetX + x,
offsetY + y
))
}
}
}
return newParticles
}
function easeOutQuart(t) {
return 1 - Math.pow(1 - t, 4)
}
function easeOutCubic(t) {
return 1 - Math.pow(1 - t, 3)
}
function animate(canvas, ctx) {
const dpr = window.devicePixelRatio || 1
const width = canvas.width / dpr
const height = canvas.height / dpr
const currentTime = performance.now()
const duration = 2500
const glowDuration = 600
const elapsed = currentTime - animationStartTime
const progress = Math.min(elapsed / duration, 1)
const easedProgress = easeOutQuart(progress)
// 透明背景
ctx.clearRect(0, 0, width, height)
// 计算发光进度
let glowProgress = 0
if (progress >= 1) {
if (glowStartTime === null) {
glowStartTime = currentTime
}
glowProgress = Math.min((currentTime - glowStartTime) / glowDuration, 1)
glowProgress = easeOutCubic(glowProgress)
}
const text = 'ESEngine'
const fontSize = Math.min(width / 4, height / 3, 80)
const textY = height / 2
for (const particle of particles) {
const moveProgress = Math.min(easedProgress * 1.2, 1)
const currentX = particle.x + (particle.targetX - particle.x) * moveProgress
const currentY = particle.y + (particle.targetY - particle.y) * moveProgress
ctx.beginPath()
ctx.arc(currentX, currentY, particle.size, 0, Math.PI * 2)
ctx.fillStyle = particle.color
ctx.globalAlpha = particle.alpha * (1 - glowProgress * 0.3)
ctx.fill()
}
ctx.globalAlpha = 1
if (glowProgress > 0) {
ctx.save()
ctx.shadowColor = '#3b9eff'
ctx.shadowBlur = 30 * glowProgress
ctx.fillStyle = `rgba(255, 255, 255, ${glowProgress})`
ctx.font = `bold ${fontSize}px "Segoe UI", Arial, sans-serif`
ctx.textAlign = 'center'
ctx.textBaseline = 'middle'
ctx.fillText(text, width / 2, textY)
ctx.restore()
}
if (glowProgress >= 1) {
const breathe = 0.8 + Math.sin(currentTime / 1000) * 0.2
ctx.save()
ctx.shadowColor = '#3b9eff'
ctx.shadowBlur = 20 * breathe
ctx.fillStyle = '#ffffff'
ctx.font = `bold ${fontSize}px "Segoe UI", Arial, sans-serif`
ctx.textAlign = 'center'
ctx.textBaseline = 'middle'
ctx.fillText(text, width / 2, textY)
ctx.restore()
}
animationId = requestAnimationFrame(() => animate(canvas, ctx))
}
function initCanvas() {
const canvas = canvasRef.value
if (!canvas) return
const ctx = canvas.getContext('2d')
if (!ctx) return
const dpr = window.devicePixelRatio || 1
const container = canvas.parentElement
const width = container.offsetWidth
const height = container.offsetHeight
canvas.width = width * dpr
canvas.height = height * dpr
canvas.style.width = `${width}px`
canvas.style.height = `${height}px`
ctx.scale(dpr, dpr)
const text = 'ESEngine'
const fontSize = Math.min(width / 4, height / 3, 80)
particles = createParticles(canvas, text, fontSize)
animationStartTime = performance.now()
glowStartTime = null
if (animationId) {
cancelAnimationFrame(animationId)
}
animate(canvas, ctx)
}
onMounted(() => {
initCanvas()
window.addEventListener('resize', initCanvas)
})
onUnmounted(() => {
if (animationId) {
cancelAnimationFrame(animationId)
}
window.removeEventListener('resize', initCanvas)
})
</script>
<template>
<section class="hero-section">
<div class="hero-container">
<!-- 左侧文字区域 -->
<div class="hero-text">
<div class="hero-logo">
<svg width="32" height="32" viewBox="0 0 32 32" fill="none" xmlns="http://www.w3.org/2000/svg">
<circle cx="16" cy="16" r="14" stroke="#9147ff" stroke-width="2"/>
<path d="M10 10h8v2h-6v3h5v2h-5v3h6v2h-8v-12z" fill="#9147ff"/>
</svg>
<span>ESENGINE</span>
</div>
<h1 class="hero-title">
我们构建框架<br/>
而你将创造游戏
</h1>
<p class="hero-description">
ESEngine 是一个高性能的 TypeScript ECS 框架为游戏开发者提供现代化的实体组件系统
无论是 2D 还是 3D 游戏都能帮助你快速构建可扩展的游戏架构
</p>
<div class="hero-actions">
<a href="/guide/getting-started" class="btn-primary">开始使用</a>
<a href="https://github.com/esengine/ecs-framework" class="btn-secondary" target="_blank">了解更多</a>
</div>
</div>
<!-- 右侧粒子动画区域 -->
<div class="hero-visual">
<div class="visual-container">
<canvas ref="canvasRef" class="particle-canvas"></canvas>
<div class="visual-label">
<span class="label-title">Entity Component System</span>
<span class="label-subtitle">High Performance Framework</span>
</div>
</div>
</div>
</div>
</section>
</template>
<style scoped>
.hero-section {
background: #0d0d0d;
padding: 80px 0;
min-height: calc(100vh - 64px);
display: flex;
align-items: center;
}
.hero-container {
max-width: 1400px;
margin: 0 auto;
padding: 0 48px;
display: grid;
grid-template-columns: 1fr 1.2fr;
gap: 64px;
align-items: center;
}
/* 左侧文字 */
.hero-text {
display: flex;
flex-direction: column;
gap: 24px;
}
.hero-logo {
display: flex;
align-items: center;
gap: 12px;
color: #ffffff;
font-size: 1rem;
font-weight: 700;
letter-spacing: 0.1em;
}
.hero-title {
font-size: 3rem;
font-weight: 700;
color: #ffffff;
line-height: 1.2;
margin: 0;
}
.hero-description {
font-size: 1.125rem;
color: #707070;
line-height: 1.7;
margin: 0;
max-width: 480px;
}
.hero-actions {
display: flex;
gap: 16px;
margin-top: 8px;
}
.btn-primary,
.btn-secondary {
display: inline-flex;
align-items: center;
justify-content: center;
padding: 14px 28px;
border-radius: 4px;
font-weight: 600;
font-size: 0.9375rem;
text-decoration: none;
transition: all 0.2s ease;
}
.btn-primary {
background: #3b9eff;
color: #ffffff;
border: 1px solid #3b9eff;
border-radius: 6px;
}
.btn-primary:hover {
background: #5aadff;
border-color: #5aadff;
}
.btn-secondary {
background: #1a1a1a;
color: #a0a0a0;
border: 1px solid #2a2a2a;
border-radius: 6px;
}
.btn-secondary:hover {
background: #252525;
color: #ffffff;
}
.hero-visual {
display: flex;
justify-content: center;
}
.visual-container {
position: relative;
width: 100%;
max-width: 600px;
aspect-ratio: 4 / 3;
background: linear-gradient(135deg, #1a2a3a 0%, #1a1a1a 50%, #0d0d0d 100%);
border-radius: 12px;
border: 1px solid #2a2a2a;
overflow: hidden;
box-shadow: 0 20px 60px rgba(59, 158, 255, 0.1);
}
.particle-canvas {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
}
.visual-label {
position: absolute;
bottom: 24px;
left: 24px;
display: flex;
flex-direction: column;
gap: 4px;
}
.label-title {
font-size: 1.125rem;
font-weight: 600;
color: #ffffff;
}
.label-subtitle {
font-size: 0.875rem;
color: #737373;
}
/* 响应式 */
@media (max-width: 1024px) {
.hero-container {
grid-template-columns: 1fr;
gap: 48px;
padding: 0 24px;
}
.hero-section {
padding: 48px 0;
min-height: auto;
}
.hero-title {
font-size: 2.25rem;
}
.hero-description {
font-size: 1rem;
}
.visual-container {
max-width: 100%;
aspect-ratio: 16 / 9;
}
}
@media (max-width: 640px) {
.hero-title {
font-size: 1.75rem;
}
.hero-actions {
flex-direction: column;
}
.btn-primary,
.btn-secondary {
width: 100%;
justify-content: center;
}
}
</style>

View File

@@ -0,0 +1,422 @@
<script setup>
import { onMounted, onUnmounted, ref } from 'vue'
const canvasRef = ref(null)
let animationId = null
let particles = []
let animationStartTime = null
let glowStartTime = null
// ESEngine particle colors - VS Code style colors (unified with editor)
const colors = ['#569CD6', '#4EC9B0', '#9CDCFE', '#C586C0', '#DCDCAA']
class Particle {
constructor(x, y, targetX, targetY) {
this.x = x
this.y = y
this.targetX = targetX
this.targetY = targetY
this.size = Math.random() * 2 + 1.5
this.alpha = Math.random() * 0.5 + 0.5
this.color = colors[Math.floor(Math.random() * colors.length)]
}
}
function createParticles(canvas, text, fontSize) {
const tempCanvas = document.createElement('canvas')
const tempCtx = tempCanvas.getContext('2d')
if (!tempCtx) return []
tempCtx.font = `bold ${fontSize}px "Segoe UI", Arial, sans-serif`
const textMetrics = tempCtx.measureText(text)
const textWidth = textMetrics.width
const textHeight = fontSize
tempCanvas.width = textWidth + 40
tempCanvas.height = textHeight + 40
tempCtx.font = `bold ${fontSize}px "Segoe UI", Arial, sans-serif`
tempCtx.textAlign = 'center'
tempCtx.textBaseline = 'middle'
tempCtx.fillStyle = '#ffffff'
tempCtx.fillText(text, tempCanvas.width / 2, tempCanvas.height / 2)
const imageData = tempCtx.getImageData(0, 0, tempCanvas.width, tempCanvas.height)
const pixels = imageData.data
const newParticles = []
const gap = 3
const width = canvas.width / (window.devicePixelRatio || 1)
const height = canvas.height / (window.devicePixelRatio || 1)
const offsetX = (width - tempCanvas.width) / 2
const offsetY = (height - tempCanvas.height) / 2
for (let y = 0; y < tempCanvas.height; y += gap) {
for (let x = 0; x < tempCanvas.width; x += gap) {
const index = (y * tempCanvas.width + x) * 4
const alpha = pixels[index + 3] || 0
if (alpha > 128) {
const angle = Math.random() * Math.PI * 2
const distance = Math.random() * Math.max(width, height)
newParticles.push(new Particle(
width / 2 + Math.cos(angle) * distance,
height / 2 + Math.sin(angle) * distance,
offsetX + x,
offsetY + y
))
}
}
}
return newParticles
}
function easeOutQuart(t) {
return 1 - Math.pow(1 - t, 4)
}
function easeOutCubic(t) {
return 1 - Math.pow(1 - t, 3)
}
function animate(canvas, ctx) {
const dpr = window.devicePixelRatio || 1
const width = canvas.width / dpr
const height = canvas.height / dpr
const currentTime = performance.now()
const duration = 2500
const glowDuration = 600
const elapsed = currentTime - animationStartTime
const progress = Math.min(elapsed / duration, 1)
const easedProgress = easeOutQuart(progress)
// Transparent background
ctx.clearRect(0, 0, width, height)
// Calculate glow progress
let glowProgress = 0
if (progress >= 1) {
if (glowStartTime === null) {
glowStartTime = currentTime
}
glowProgress = Math.min((currentTime - glowStartTime) / glowDuration, 1)
glowProgress = easeOutCubic(glowProgress)
}
const text = 'ESEngine'
const fontSize = Math.min(width / 4, height / 3, 80)
const textY = height / 2
for (const particle of particles) {
const moveProgress = Math.min(easedProgress * 1.2, 1)
const currentX = particle.x + (particle.targetX - particle.x) * moveProgress
const currentY = particle.y + (particle.targetY - particle.y) * moveProgress
ctx.beginPath()
ctx.arc(currentX, currentY, particle.size, 0, Math.PI * 2)
ctx.fillStyle = particle.color
ctx.globalAlpha = particle.alpha * (1 - glowProgress * 0.3)
ctx.fill()
}
ctx.globalAlpha = 1
if (glowProgress > 0) {
ctx.save()
ctx.shadowColor = '#3b9eff'
ctx.shadowBlur = 30 * glowProgress
ctx.fillStyle = `rgba(255, 255, 255, ${glowProgress})`
ctx.font = `bold ${fontSize}px "Segoe UI", Arial, sans-serif`
ctx.textAlign = 'center'
ctx.textBaseline = 'middle'
ctx.fillText(text, width / 2, textY)
ctx.restore()
}
if (glowProgress >= 1) {
const breathe = 0.8 + Math.sin(currentTime / 1000) * 0.2
ctx.save()
ctx.shadowColor = '#3b9eff'
ctx.shadowBlur = 20 * breathe
ctx.fillStyle = '#ffffff'
ctx.font = `bold ${fontSize}px "Segoe UI", Arial, sans-serif`
ctx.textAlign = 'center'
ctx.textBaseline = 'middle'
ctx.fillText(text, width / 2, textY)
ctx.restore()
}
animationId = requestAnimationFrame(() => animate(canvas, ctx))
}
function initCanvas() {
const canvas = canvasRef.value
if (!canvas) return
const ctx = canvas.getContext('2d')
if (!ctx) return
const dpr = window.devicePixelRatio || 1
const container = canvas.parentElement
const width = container.offsetWidth
const height = container.offsetHeight
canvas.width = width * dpr
canvas.height = height * dpr
canvas.style.width = `${width}px`
canvas.style.height = `${height}px`
ctx.scale(dpr, dpr)
const text = 'ESEngine'
const fontSize = Math.min(width / 4, height / 3, 80)
particles = createParticles(canvas, text, fontSize)
animationStartTime = performance.now()
glowStartTime = null
if (animationId) {
cancelAnimationFrame(animationId)
}
animate(canvas, ctx)
}
onMounted(() => {
initCanvas()
window.addEventListener('resize', initCanvas)
})
onUnmounted(() => {
if (animationId) {
cancelAnimationFrame(animationId)
}
window.removeEventListener('resize', initCanvas)
})
</script>
<template>
<section class="hero-section">
<div class="hero-container">
<!-- Left text area -->
<div class="hero-text">
<div class="hero-logo">
<svg width="32" height="32" viewBox="0 0 32 32" fill="none" xmlns="http://www.w3.org/2000/svg">
<circle cx="16" cy="16" r="14" stroke="#9147ff" stroke-width="2"/>
<path d="M10 10h8v2h-6v3h5v2h-5v3h6v2h-8v-12z" fill="#9147ff"/>
</svg>
<span>ESENGINE</span>
</div>
<h1 class="hero-title">
We build the framework.<br/>
You create the game.
</h1>
<p class="hero-description">
ESEngine is a high-performance TypeScript ECS framework for game developers.
Whether 2D or 3D games, it helps you build scalable game architecture quickly.
</p>
<div class="hero-actions">
<a href="/en/guide/getting-started" class="btn-primary">Get Started</a>
<a href="https://github.com/esengine/ecs-framework" class="btn-secondary" target="_blank">Learn More</a>
</div>
</div>
<!-- Right particle animation area -->
<div class="hero-visual">
<div class="visual-container">
<canvas ref="canvasRef" class="particle-canvas"></canvas>
<div class="visual-label">
<span class="label-title">Entity Component System</span>
<span class="label-subtitle">High Performance Framework</span>
</div>
</div>
</div>
</div>
</section>
</template>
<style scoped>
.hero-section {
background: #0d0d0d;
padding: 80px 0;
min-height: calc(100vh - 64px);
display: flex;
align-items: center;
}
.hero-container {
max-width: 1400px;
margin: 0 auto;
padding: 0 48px;
display: grid;
grid-template-columns: 1fr 1.2fr;
gap: 64px;
align-items: center;
}
/* Left text */
.hero-text {
display: flex;
flex-direction: column;
gap: 24px;
}
.hero-logo {
display: flex;
align-items: center;
gap: 12px;
color: #ffffff;
font-size: 1rem;
font-weight: 700;
letter-spacing: 0.1em;
}
.hero-title {
font-size: 3rem;
font-weight: 700;
color: #ffffff;
line-height: 1.2;
margin: 0;
}
.hero-description {
font-size: 1.125rem;
color: #707070;
line-height: 1.7;
margin: 0;
max-width: 480px;
}
.hero-actions {
display: flex;
gap: 16px;
margin-top: 8px;
}
.btn-primary,
.btn-secondary {
display: inline-flex;
align-items: center;
justify-content: center;
padding: 14px 28px;
border-radius: 4px;
font-weight: 600;
font-size: 0.9375rem;
text-decoration: none;
transition: all 0.2s ease;
}
.btn-primary {
background: #3b9eff;
color: #ffffff;
border: 1px solid #3b9eff;
border-radius: 6px;
}
.btn-primary:hover {
background: #5aadff;
border-color: #5aadff;
}
.btn-secondary {
background: #1a1a1a;
color: #a0a0a0;
border: 1px solid #2a2a2a;
border-radius: 6px;
}
.btn-secondary:hover {
background: #252525;
color: #ffffff;
}
.hero-visual {
display: flex;
justify-content: center;
}
.visual-container {
position: relative;
width: 100%;
max-width: 600px;
aspect-ratio: 4 / 3;
background: linear-gradient(135deg, #1a2a3a 0%, #1a1a1a 50%, #0d0d0d 100%);
border-radius: 12px;
border: 1px solid #2a2a2a;
overflow: hidden;
box-shadow: 0 20px 60px rgba(59, 158, 255, 0.1);
}
.particle-canvas {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
}
.visual-label {
position: absolute;
bottom: 24px;
left: 24px;
display: flex;
flex-direction: column;
gap: 4px;
}
.label-title {
font-size: 1.125rem;
font-weight: 600;
color: #ffffff;
}
.label-subtitle {
font-size: 0.875rem;
color: #737373;
}
/* Responsive */
@media (max-width: 1024px) {
.hero-container {
grid-template-columns: 1fr;
gap: 48px;
padding: 0 24px;
}
.hero-section {
padding: 48px 0;
min-height: auto;
}
.hero-title {
font-size: 2.25rem;
}
.hero-description {
font-size: 1rem;
}
.visual-container {
max-width: 100%;
aspect-ratio: 16 / 9;
}
}
@media (max-width: 640px) {
.hero-title {
font-size: 1.75rem;
}
.hero-actions {
flex-direction: column;
}
.btn-primary,
.btn-secondary {
width: 100%;
justify-content: center;
}
}
</style>

View File

@@ -0,0 +1,594 @@
:root {
color-scheme: dark;
--vp-nav-height: 64px;
--es-bg-base: #1e1e1e;
--es-bg-elevated: #252526;
--es-bg-overlay: #2d2d2d;
--es-bg-input: #3c3c3c;
--es-bg-inset: #181818;
--es-bg-hover: #2a2d2e;
--es-bg-active: #37373d;
--es-bg-sidebar: #262626;
--es-bg-card: #2a2a2a;
--es-bg-header: #2d2d2d;
--es-text-primary: #cccccc;
--es-text-secondary: #9d9d9d;
--es-text-tertiary: #6a6a6a;
--es-text-inverse: #ffffff;
--es-text-muted: #aaaaaa;
--es-text-dim: #6a6a6a;
--es-font-xs: 11px;
--es-font-sm: 12px;
--es-font-base: 13px;
--es-font-md: 14px;
--es-font-lg: 16px;
--es-border-default: #3a3a3a;
--es-border-subtle: #1a1a1a;
--es-border-strong: #4a4a4a;
--es-primary: #3b82f6;
--es-primary-hover: #2563eb;
--es-success: #4ade80;
--es-warning: #f59e0b;
--es-error: #ef4444;
--es-info: #3b82f6;
--es-selected: #3d5a80;
--es-selected-hover: #4a6a90;
}
body {
background: var(--es-bg-base) !important;
}
html,
html.dark {
--vp-c-bg: var(--es-bg-base);
--vp-c-bg-soft: var(--es-bg-elevated);
--vp-c-bg-mute: var(--es-bg-overlay);
--vp-c-bg-alt: var(--es-bg-sidebar);
--vp-c-text-1: var(--es-text-primary);
--vp-c-text-2: var(--es-text-tertiary);
--vp-c-text-3: var(--es-text-muted);
--vp-c-divider: var(--es-border-default);
--vp-c-divider-light: var(--es-border-subtle);
}
html:not(.dark) {
--vp-c-bg: var(--es-bg-base) !important;
--vp-c-bg-soft: var(--es-bg-elevated) !important;
--vp-c-bg-mute: var(--es-bg-overlay) !important;
--vp-c-bg-alt: var(--es-bg-sidebar) !important;
--vp-c-text-1: var(--es-text-primary) !important;
--vp-c-text-2: var(--es-text-tertiary) !important;
--vp-c-text-3: var(--es-text-muted) !important;
}
.VPNav {
background: var(--es-bg-header) !important;
border-bottom: 1px solid var(--es-border-subtle) !important;
}
.VPNav .VPNavBar {
background: var(--es-bg-header) !important;
}
.VPNav .VPNavBar .wrapper {
background: var(--es-bg-header) !important;
}
.VPNav .VPNavBar::before,
.VPNav .VPNavBar::after {
display: none !important;
}
.VPNavBar {
background: var(--es-bg-header) !important;
}
.VPNavBar::before {
display: none !important;
}
.VPNavBarTitle .title {
color: var(--es-text-primary);
font-weight: 500;
font-size: var(--es-font-base);
}
.VPNavBarMenuLink {
color: var(--es-text-secondary) !important;
font-size: var(--es-font-sm) !important;
font-weight: 400 !important;
}
.VPNavBarMenuLink:hover {
color: var(--es-text-primary) !important;
}
.VPNavBarMenuLink.active {
color: var(--es-text-primary) !important;
}
.VPNavBarSearch .DocSearch-Button {
background: var(--es-bg-input) !important;
border: 1px solid var(--es-border-default) !important;
border-radius: 2px;
height: 26px;
}
.VPSidebar {
background: var(--es-bg-sidebar) !important;
border-right: 1px solid var(--es-border-subtle) !important;
}
.VPSidebarItem.level-0 > .item {
padding: 8px 0 4px 0;
}
.VPSidebarItem.level-0 > .item > .text {
font-weight: 600;
font-size: var(--es-font-xs);
color: var(--es-text-secondary);
text-transform: uppercase;
letter-spacing: 0.05em;
}
.VPSidebarItem .link {
padding: 4px 8px;
margin: 1px 0;
border-radius: 2px;
color: var(--es-text-primary);
font-size: var(--es-font-sm);
transition: all 0.1s ease;
border-left: 2px solid transparent;
}
.VPSidebarItem .link:hover {
background: rgba(255, 255, 255, 0.03);
color: var(--es-text-inverse);
}
.VPSidebarItem.is-active > .item > .link {
background: var(--es-selected);
color: var(--es-text-inverse);
border-left: 2px solid var(--es-primary);
}
.VPSidebarItem.is-active > .item > .link:hover {
background: var(--es-selected-hover);
}
.VPSidebarItem.level-1 .link {
padding-left: 20px;
font-size: var(--es-font-sm);
}
.VPSidebarItem.level-2 .link {
padding-left: 32px;
font-size: var(--es-font-sm);
}
.VPSidebarItem .caret {
color: var(--es-text-secondary);
}
.VPSidebarItem .caret:hover {
color: var(--es-text-primary);
}
.VPContent {
background: var(--es-bg-card) !important;
padding-top: 0 !important;
}
.VPContent.has-sidebar {
background: var(--es-bg-card) !important;
}
/* 首页布局修复 | Home page layout fix */
.VPPage {
padding-top: 0 !important;
}
.Layout > .VPContent {
padding-top: var(--vp-nav-height) !important;
}
.VPDoc {
background: transparent !important;
}
.VPNavBar .content {
background: var(--es-bg-header) !important;
}
.VPNavBar .content-body {
background: var(--es-bg-header) !important;
}
.VPNavBar .divider {
display: none;
}
.VPLocalNav {
background: var(--es-bg-header) !important;
border-bottom: 1px solid var(--es-border-subtle) !important;
}
.VPNavScreenMenu {
background: var(--es-bg-base) !important;
}
.VPNavScreen {
background: var(--es-bg-base) !important;
}
.curtain {
display: none !important;
}
.VPNav .curtain,
.VPNavBar .curtain {
display: none !important;
}
[class*="curtain"] {
display: none !important;
}
.VPNav > div::before,
.VPNav > div::after {
display: none !important;
}
.vp-doc {
color: var(--es-text-primary);
}
.vp-doc h1 {
font-size: var(--es-font-lg);
font-weight: 600;
color: var(--es-text-inverse);
border-bottom: none;
padding-bottom: 0;
margin-bottom: 16px;
line-height: 1.3;
}
.vp-doc h2 {
font-size: var(--es-font-md);
font-weight: 600;
color: var(--es-text-inverse);
border-bottom: none;
padding-bottom: 0;
margin-top: 32px;
margin-bottom: 12px;
padding: 6px 12px;
background: var(--es-bg-header);
border-left: 3px solid var(--es-primary);
}
.vp-doc h3 {
font-size: var(--es-font-base);
font-weight: 600;
color: var(--es-text-primary);
margin-top: 20px;
margin-bottom: 8px;
}
.vp-doc p {
color: var(--es-text-primary);
line-height: 1.7;
font-size: var(--es-font-base);
margin: 12px 0;
}
.vp-doc ul,
.vp-doc ol {
padding-left: 20px;
margin: 12px 0;
}
.vp-doc li {
line-height: 1.7;
margin: 4px 0;
color: var(--es-text-primary);
font-size: var(--es-font-base);
}
.vp-doc li::marker {
color: var(--es-text-secondary);
}
.vp-doc strong {
color: var(--es-text-primary);
font-weight: 600;
}
.vp-doc a {
color: var(--es-primary);
text-decoration: none;
}
.vp-doc a:hover {
text-decoration: underline;
}
.VPDocAside {
padding-left: 16px;
border-left: 1px solid var(--es-border-subtle);
}
.VPDocAsideOutline {
padding: 0;
border: none !important;
}
.VPDocAsideOutline .content {
border: none !important;
padding-left: 0 !important;
}
.VPDocAsideOutline .outline-title {
font-size: var(--es-font-xs);
font-weight: 600;
text-transform: uppercase;
letter-spacing: 0.05em;
color: var(--es-text-secondary);
padding-bottom: 8px;
}
.VPDocAsideOutline .outline-link {
color: var(--es-text-secondary);
font-size: var(--es-font-xs);
padding: 4px 0;
line-height: 1.4;
display: block;
}
.VPDocAsideOutline .outline-link:hover {
color: var(--es-text-primary);
}
.VPDocAsideOutline .outline-link.active {
color: var(--es-primary);
}
.VPDocAsideOutline .outline-marker {
display: none;
}
div[class*='language-'] {
background: var(--es-bg-inset) !important;
border: 1px solid var(--es-border-default);
border-radius: 2px;
margin: 12px 0;
}
.vp-code-group .tabs {
background: var(--es-bg-header);
border-bottom: 1px solid var(--es-border-subtle);
}
.vp-doc :not(pre) > code {
background: var(--es-bg-input);
color: var(--es-primary);
padding: 2px 6px;
border-radius: 2px;
font-size: var(--es-font-xs);
}
.vp-doc table {
display: table;
width: 100%;
background: transparent;
border: none;
border-collapse: collapse;
margin: 16px 0;
font-size: var(--es-font-sm);
}
.vp-doc tr {
border-bottom: 1px solid var(--es-border-subtle);
background: transparent;
}
.vp-doc tr:last-child {
border-bottom: none;
}
.vp-doc tr:hover {
background: rgba(255, 255, 255, 0.02);
}
.vp-doc th {
background: var(--es-bg-header);
font-weight: 600;
font-size: var(--es-font-xs);
color: var(--es-text-secondary);
text-align: left;
padding: 8px 12px;
border-bottom: 1px solid var(--es-border-subtle);
text-transform: uppercase;
letter-spacing: 0.05em;
}
.vp-doc td {
font-size: var(--es-font-sm);
color: var(--es-text-primary);
padding: 8px 12px;
vertical-align: top;
line-height: 1.5;
}
.vp-doc td:first-child {
font-weight: 500;
color: var(--es-text-primary);
min-width: 100px;
}
.vp-doc .warning,
.vp-doc .custom-block.warning {
background: rgba(245, 158, 11, 0.08);
border: none;
border-left: 3px solid var(--es-warning);
border-radius: 0 2px 2px 0;
padding: 10px 12px;
margin: 16px 0;
}
.vp-doc .warning .custom-block-title,
.vp-doc .custom-block.warning .custom-block-title {
color: var(--es-warning);
font-weight: 600;
font-size: var(--es-font-xs);
margin-bottom: 4px;
}
.vp-doc .warning p {
color: var(--es-text-primary);
margin: 0;
font-size: var(--es-font-xs);
}
.vp-doc .tip,
.vp-doc .custom-block.tip {
background: rgba(59, 130, 246, 0.08);
border: none;
border-left: 3px solid var(--es-primary);
border-radius: 0 2px 2px 0;
padding: 10px 12px;
margin: 16px 0;
}
.vp-doc .tip .custom-block-title,
.vp-doc .custom-block.tip .custom-block-title {
color: var(--es-primary);
font-weight: 600;
font-size: var(--es-font-xs);
margin-bottom: 4px;
}
.vp-doc .tip p {
color: var(--es-text-primary);
margin: 0;
font-size: var(--es-font-xs);
}
.vp-doc .info,
.vp-doc .custom-block.info {
background: rgba(74, 222, 128, 0.08);
border: none;
border-left: 3px solid var(--es-success);
border-radius: 0 2px 2px 0;
padding: 10px 12px;
margin: 16px 0;
}
.vp-doc .info .custom-block-title,
.vp-doc .custom-block.info .custom-block-title {
color: var(--es-success);
font-weight: 600;
font-size: var(--es-font-xs);
margin-bottom: 4px;
}
.vp-doc .danger,
.vp-doc .custom-block.danger {
background: rgba(239, 68, 68, 0.08);
border: none;
border-left: 3px solid var(--es-error);
border-radius: 0 2px 2px 0;
padding: 10px 12px;
margin: 16px 0;
}
.vp-doc .danger .custom-block-title,
.vp-doc .custom-block.danger .custom-block-title {
color: var(--es-error);
font-weight: 600;
font-size: var(--es-font-xs);
margin-bottom: 4px;
}
.vp-doc .card {
background: var(--es-bg-sidebar);
border: 1px solid var(--es-border-subtle);
border-radius: 4px;
padding: 12px;
margin: 16px 0;
}
.vp-doc .card-title {
font-size: var(--es-font-sm);
font-weight: 600;
color: var(--es-text-primary);
margin-bottom: 6px;
}
.vp-doc .card-description {
font-size: var(--es-font-xs);
color: var(--es-text-muted);
line-height: 1.5;
}
.vp-doc .tag {
display: inline-block;
padding: 2px 8px;
background: transparent;
border: 1px solid var(--es-border-default);
border-radius: 2px;
color: var(--es-text-secondary);
font-size: var(--es-font-xs);
margin-right: 4px;
margin-bottom: 4px;
}
.VPFooter {
background: var(--es-bg-sidebar) !important;
border-top: 1px solid var(--es-border-subtle) !important;
}
::-webkit-scrollbar {
width: 8px;
height: 8px;
}
::-webkit-scrollbar-track {
background: var(--es-bg-card);
}
::-webkit-scrollbar-thumb {
background: var(--es-border-strong);
border-radius: 4px;
border: 2px solid var(--es-bg-card);
}
::-webkit-scrollbar-thumb:hover {
background: #5a5a5a;
}
::-webkit-scrollbar-corner {
background: transparent;
}
.home-container {
max-width: 1000px;
margin: 0 auto;
padding: 0 16px;
}
.home-section {
padding: 32px 0;
}
@media (max-width: 960px) {
.VPDoc .content {
padding: 16px !important;
}
}

View File

@@ -0,0 +1,14 @@
import DefaultTheme from 'vitepress/theme'
import ParticleHero from './components/ParticleHero.vue'
import ParticleHeroEn from './components/ParticleHeroEn.vue'
import FeatureCard from './components/FeatureCard.vue'
import './custom.css'
export default {
extends: DefaultTheme,
enhanceApp({ app }) {
app.component('ParticleHero', ParticleHero)
app.component('ParticleHeroEn', ParticleHeroEn)
app.component('FeatureCard', FeatureCard)
}
}

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@@ -0,0 +1,412 @@
# Quick Start
This guide will help you get started with ECS Framework, from installation to creating your first ECS application.
## Installation
### NPM Installation
```bash
# Using npm
npm install @esengine/ecs-framework
```
## Initialize Core
### Basic Initialization
The core of ECS Framework is the `Core` class, a singleton that manages the entire framework lifecycle.
```typescript
import { Core } from '@esengine/ecs-framework'
// Method 1: Using config object (recommended)
const core = Core.create({
debug: true, // Enable debug mode for detailed logs and performance monitoring
debugConfig: { // Optional: Advanced debug configuration
enabled: false, // Whether to enable WebSocket debug server
websocketUrl: 'ws://localhost:8080',
debugFrameRate: 30, // Debug data send frame rate
channels: {
entities: true,
systems: true,
performance: true,
components: true,
scenes: true
}
}
});
// Method 2: Simplified creation (backward compatible)
const core = Core.create(true); // Equivalent to { debug: true }
// Method 3: Production environment configuration
const core = Core.create({
debug: false // Disable debug in production
});
```
### Core Configuration Details
```typescript
interface ICoreConfig {
/** Enable debug mode - affects log level and performance monitoring */
debug?: boolean;
/** Advanced debug configuration - for dev tools integration */
debugConfig?: {
enabled: boolean; // Enable debug server
websocketUrl: string; // WebSocket server URL
autoReconnect?: boolean; // Auto reconnect
debugFrameRate?: 60 | 30 | 15; // Debug data send frame rate
channels: { // Data channel configuration
entities: boolean; // Entity data
systems: boolean; // System data
performance: boolean; // Performance data
components: boolean; // Component data
scenes: boolean; // Scene data
};
};
}
```
### Core Instance Management
Core uses singleton pattern, accessible via static property after creation:
```typescript
// Create instance
const core = Core.create(true);
// Get created instance
const instance = Core.Instance; // Returns current instance, null if not created
```
### Game Loop Integration
**Important**: Before creating entities and systems, you need to understand how to integrate ECS Framework into your game engine.
`Core.update(deltaTime)` is the framework heartbeat, must be called every frame. It handles:
- Updating the built-in Time class
- Updating all global managers (timers, object pools, etc.)
- Updating all entity systems in all scenes
- Processing entity creation and destruction
- Collecting performance data (in debug mode)
See engine integration examples: [Game Engine Integration](#game-engine-integration)
## Create Your First ECS Application
### 1. Define Components
Components are pure data containers that store entity state:
```typescript
import { Component, ECSComponent } from '@esengine/ecs-framework'
// Position component
@ECSComponent('Position')
class Position extends Component {
x: number = 0
y: number = 0
constructor(x: number = 0, y: number = 0) {
super()
this.x = x
this.y = y
}
}
// Velocity component
@ECSComponent('Velocity')
class Velocity extends Component {
dx: number = 0
dy: number = 0
constructor(dx: number = 0, dy: number = 0) {
super()
this.dx = dx
this.dy = dy
}
}
// Sprite component
@ECSComponent('Sprite')
class Sprite extends Component {
texture: string = ''
width: number = 32
height: number = 32
constructor(texture: string, width: number = 32, height: number = 32) {
super()
this.texture = texture
this.width = width
this.height = height
}
}
```
### 2. Create Entity Systems
Systems contain game logic and process entities with specific components. ECS Framework provides Matcher-based entity filtering:
```typescript
import { EntitySystem, Matcher, Time, ECSSystem } from '@esengine/ecs-framework'
// Movement system - handles position and velocity
@ECSSystem('MovementSystem')
class MovementSystem extends EntitySystem {
constructor() {
// Use Matcher to define target entities: must have both Position and Velocity
super(Matcher.empty().all(Position, Velocity))
}
protected process(entities: readonly Entity[]): void {
// process method receives all matching entities
for (const entity of entities) {
const position = entity.getComponent(Position)!
const velocity = entity.getComponent(Velocity)!
// Update position (using framework's Time class)
position.x += velocity.dx * Time.deltaTime
position.y += velocity.dy * Time.deltaTime
// Boundary check example
if (position.x < 0) position.x = 0
if (position.y < 0) position.y = 0
}
}
}
// Render system - handles visible objects
@ECSSystem('RenderSystem')
class RenderSystem extends EntitySystem {
constructor() {
// Must have Position and Sprite, optional Velocity (for direction)
super(Matcher.empty().all(Position, Sprite).any(Velocity))
}
protected process(entities: readonly Entity[]): void {
for (const entity of entities) {
const position = entity.getComponent(Position)!
const sprite = entity.getComponent(Sprite)!
const velocity = entity.getComponent(Velocity) // May be null
// Flip sprite based on velocity direction (optional logic)
let flipX = false
if (velocity && velocity.dx < 0) {
flipX = true
}
// Render logic (pseudocode here)
this.drawSprite(sprite.texture, position.x, position.y, sprite.width, sprite.height, flipX)
}
}
private drawSprite(texture: string, x: number, y: number, width: number, height: number, flipX: boolean = false) {
// Actual render implementation depends on your game engine
const direction = flipX ? '<-' : '->'
console.log(`Render ${texture} at (${x.toFixed(1)}, ${y.toFixed(1)}) direction: ${direction}`)
}
}
```
### 3. Create Scene
Recommended to extend Scene class for custom scenes:
```typescript
import { Scene } from '@esengine/ecs-framework'
// Recommended: Extend Scene for custom scene
class GameScene extends Scene {
initialize(): void {
// Scene initialization logic
this.name = "MainScene";
// Add systems to scene
this.addSystem(new MovementSystem());
this.addSystem(new RenderSystem());
}
onStart(): void {
// Logic when scene starts running
console.log("Game scene started");
}
unload(): void {
// Cleanup logic when scene unloads
console.log("Game scene unloaded");
}
}
// Create and set scene
const gameScene = new GameScene();
Core.setScene(gameScene);
```
### 4. Create Entities
```typescript
// Create player entity
const player = gameScene.createEntity("Player");
player.addComponent(new Position(100, 100));
player.addComponent(new Velocity(50, 30)); // Move 50px/sec (x), 30px/sec (y)
player.addComponent(new Sprite("player.png", 64, 64));
```
## Scene Management
Core has built-in scene management, very simple to use:
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
// Initialize Core
Core.create({ debug: true });
// Create and set scene
class GameScene extends Scene {
initialize(): void {
this.name = "GamePlay";
this.addSystem(new MovementSystem());
this.addSystem(new RenderSystem());
}
}
const gameScene = new GameScene();
Core.setScene(gameScene);
// Game loop (auto-updates scene)
function gameLoop(deltaTime: number) {
Core.update(deltaTime); // Auto-updates global services and scene
}
// Switch scenes
Core.loadScene(new MenuScene()); // Delayed switch (next frame)
Core.setScene(new GameScene()); // Immediate switch
// Access current scene
const currentScene = Core.scene;
// Using fluent API
const player = Core.ecsAPI?.createEntity('Player')
.addComponent(Position, 100, 100)
.addComponent(Velocity, 50, 0);
```
### Advanced: Using WorldManager for Multi-World
Only for complex server-side applications (MMO game servers, game room systems, etc.):
```typescript
import { Core, WorldManager } from '@esengine/ecs-framework';
// Initialize Core
Core.create({ debug: true });
// Get WorldManager from service container (Core auto-creates and registers it)
const worldManager = Core.services.resolve(WorldManager);
// Create multiple independent game worlds
const room1 = worldManager.createWorld('room_001');
const room2 = worldManager.createWorld('room_002');
// Create scenes in each world
const gameScene1 = room1.createScene('game', new GameScene());
const gameScene2 = room2.createScene('game', new GameScene());
// Activate scenes
room1.setSceneActive('game', true);
room2.setSceneActive('game', true);
// Game loop (need to manually update worlds)
function gameLoop(deltaTime: number) {
Core.update(deltaTime); // Update global services
worldManager.updateAll(); // Manually update all worlds
}
```
## Game Engine Integration
### Laya Engine Integration
```typescript
import { Stage } from "laya/display/Stage";
import { Laya } from "Laya";
import { Core } from '@esengine/ecs-framework';
// Initialize Laya
Laya.init(800, 600).then(() => {
// Initialize ECS
Core.create(true);
Core.setScene(new GameScene());
// Start game loop
Laya.timer.frameLoop(1, this, () => {
const deltaTime = Laya.timer.delta / 1000;
Core.update(deltaTime); // Auto-updates global services and scene
});
});
```
### Cocos Creator Integration
```typescript
import { Component, _decorator } from 'cc';
import { Core } from '@esengine/ecs-framework';
const { ccclass } = _decorator;
@ccclass('ECSGameManager')
export class ECSGameManager extends Component {
onLoad() {
// Initialize ECS
Core.create(true);
Core.setScene(new GameScene());
}
update(deltaTime: number) {
// Auto-updates global services and scene
Core.update(deltaTime);
}
onDestroy() {
// Cleanup resources
Core.destroy();
}
}
```
## Next Steps
You've successfully created your first ECS application! Next you can:
- Check the complete [API Documentation](/api/README)
- Explore more [practical examples](/examples/)
## FAQ
### Why isn't my system executing?
Ensure:
1. System is added to scene: `this.addSystem(system)` (in Scene's initialize method)
2. Scene is set: `Core.setScene(scene)`
3. Game loop is calling: `Core.update(deltaTime)`
### How to debug ECS applications?
Enable debug mode:
```typescript
Core.create({ debug: true })
// Get debug data
const debugData = Core.getDebugData()
console.log(debugData)
```

43
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# Guide
Welcome to the ECS Framework Guide. This guide covers the core concepts and usage of the framework.
## Core Concepts
### [Entity](/guide/entity)
Learn the basics of ECS architecture - how to use entities, lifecycle management, and best practices.
### [Component](/guide/component)
Learn how to create and use components for modular game feature design.
### [System](/guide/system)
Master system development to implement game logic processing.
### [Entity Query & Matcher](/guide/entity-query)
Learn to use Matcher for entity filtering and queries with `all`, `any`, `none`, `nothing` conditions.
### [Scene](/guide/scene)
Understand scene lifecycle, system management, and entity container features.
### [Event System](/guide/event-system)
Master the type-safe event system for component communication and system coordination.
### [Serialization](/guide/serialization)
Master serialization for scenes, entities, and components. Supports full and incremental serialization for game saves, network sync, and more.
### [Time and Timers](/guide/time-and-timers)
Learn time management and timer systems for precise game logic timing control.
### [Logging](/guide/logging)
Master the leveled logging system for debugging, monitoring, and error tracking.
### [Platform Adapter](/guide/platform-adapter)
Learn how to implement and register platform adapters for browsers, mini-games, Node.js, and more.
## Advanced Features
### [Service Container](/guide/service-container)
Master dependency injection and service management for loosely-coupled architecture.
### [Plugin System](/guide/plugin-system)
Learn how to develop and use plugins to extend framework functionality.

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docs/en/index.md Normal file
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---
layout: page
title: ESEngine - High-performance TypeScript ECS Framework
---
<ParticleHeroEn />
<section class="news-section">
<div class="news-container">
<div class="news-header">
<h2 class="news-title">Quick Links</h2>
<a href="/en/guide/" class="news-more">View Docs</a>
</div>
<div class="news-grid">
<a href="/en/guide/getting-started" class="news-card">
<div class="news-card-image" style="background: linear-gradient(135deg, #1e3a5f 0%, #1e1e1e 100%);">
<div class="news-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="48" height="48" viewBox="0 0 24 24"><path fill="#4fc1ff" d="M12 3L1 9l4 2.18v6L12 21l7-3.82v-6l2-1.09V17h2V9zm6.82 6L12 12.72L5.18 9L12 5.28zM17 16l-5 2.72L7 16v-3.73L12 15l5-2.73z"/></svg>
</div>
<span class="news-badge">Quick Start</span>
</div>
<div class="news-card-content">
<h3>Get Started in 5 Minutes</h3>
<p>From installation to your first ECS app, learn the core concepts quickly.</p>
</div>
</a>
<a href="/en/guide/behavior-tree/" class="news-card">
<div class="news-card-image" style="background: linear-gradient(135deg, #1e3a5f 0%, #1e1e1e 100%);">
<div class="news-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="48" height="48" viewBox="0 0 24 24"><path fill="#4ec9b0" d="M12 2a2 2 0 0 1 2 2a2 2 0 0 1-2 2a2 2 0 0 1-2-2a2 2 0 0 1 2-2m3 20h-1v-7l-2-2l-2 2v7H9v-7.5l-2 2V22H6v-6l3-3l1-3.5c-.3.4-.6.7-1 1L6 9v1H4V8l5-3c.5-.3 1.1-.5 1.7-.5H11c.6 0 1.2.2 1.7.5l5 3v2h-2V9l-3 1.5c-.4-.3-.7-.6-1-1l1 3.5l3 3v6Z"/></svg>
</div>
<span class="news-badge">AI System</span>
</div>
<div class="news-card-content">
<h3>Visual Behavior Tree Editor</h3>
<p>Built-in AI behavior tree system with visual editing and real-time debugging.</p>
</div>
</a>
</div>
</div>
</section>
<section class="features-section">
<div class="features-container">
<h2 class="features-title">Core Features</h2>
<div class="features-grid">
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#4fc1ff" d="M13 2.05v2.02c3.95.49 7 3.85 7 7.93c0 1.45-.39 2.79-1.06 3.95l1.59 1.09A9.94 9.94 0 0 0 22 12c0-5.18-3.95-9.45-9-9.95M12 19c-3.87 0-7-3.13-7-7c0-3.53 2.61-6.43 6-6.92V2.05c-5.06.5-9 4.76-9 9.95c0 5.52 4.47 10 9.99 10c3.31 0 6.24-1.61 8.06-4.09l-1.6-1.1A7.93 7.93 0 0 1 12 19"/><path fill="#4fc1ff" d="M12 6a6 6 0 0 0-6 6c0 3.31 2.69 6 6 6a6 6 0 0 0 0-12m0 10c-2.21 0-4-1.79-4-4s1.79-4 4-4s4 1.79 4 4s-1.79 4-4 4"/></svg>
</div>
<h3 class="feature-title">High-performance ECS Architecture</h3>
<p class="feature-desc">Data-driven entity component system for large-scale entity processing with cache-friendly memory layout.</p>
<a href="/en/guide/entity" class="feature-link">Learn more</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#569cd6" d="M3 3h18v18H3zm16.525 13.707c0-.795-.272-1.425-.816-1.89c-.544-.465-1.404-.804-2.58-1.016l-1.704-.296c-.616-.104-1.052-.26-1.308-.468c-.256-.21-.384-.468-.384-.776c0-.392.168-.7.504-.924c.336-.224.8-.336 1.392-.336c.56 0 1.008.124 1.344.372c.336.248.536.584.6 1.008h2.016c-.08-.96-.464-1.716-1.152-2.268c-.688-.552-1.6-.828-2.736-.828c-1.2 0-2.148.3-2.844.9c-.696.6-1.044 1.38-1.044 2.34c0 .76.252 1.368.756 1.824c.504.456 1.308.792 2.412.996l1.704.312c.624.12 1.068.28 1.332.48c.264.2.396.46.396.78c0 .424-.192.756-.576.996c-.384.24-.9.36-1.548.36c-.672 0-1.2-.14-1.584-.42c-.384-.28-.608-.668-.672-1.164H8.868c.048 1.016.46 1.808 1.236 2.376c.776.568 1.796.852 3.06.852c1.24 0 2.22-.292 2.94-.876c.72-.584 1.08-1.364 1.08-2.34z"/></svg>
</div>
<h3 class="feature-title">Full Type Support</h3>
<p class="feature-desc">100% TypeScript with complete type definitions and compile-time checking for the best development experience.</p>
<a href="/en/guide/component" class="feature-link">Learn more</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#4ec9b0" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10s10-4.5 10-10S17.5 2 12 2m0 18c-4.41 0-8-3.59-8-8s3.59-8 8-8s8 3.59 8 8s-3.59 8-8 8m-5-8l4-4v3h4v2h-4v3z"/></svg>
</div>
<h3 class="feature-title">Visual Behavior Tree</h3>
<p class="feature-desc">Built-in AI behavior tree system with visual editor, custom nodes, and real-time debugging.</p>
<a href="/en/guide/behavior-tree/" class="feature-link">Learn more</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#c586c0" d="M4 6h18V4H4c-1.1 0-2 .9-2 2v11H0v3h14v-3H4zm19 2h-6c-.55 0-1 .45-1 1v10c0 .55.45 1 1 1h6c.55 0 1-.45 1-1V9c0-.55-.45-1-1-1m-1 9h-4v-7h4z"/></svg>
</div>
<h3 class="feature-title">Multi-Platform Support</h3>
<p class="feature-desc">Support for browsers, Node.js, WeChat Mini Games, and seamless integration with major game engines.</p>
<a href="/en/guide/platform-adapter" class="feature-link">Learn more</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#dcdcaa" d="M4 3h6v2H4v14h6v2H4c-1.1 0-2-.9-2-2V5c0-1.1.9-2 2-2m9 0h6c1.1 0 2 .9 2 2v14c0 1.1-.9 2-2 2h-6v-2h6V5h-6zm-1 7h4v2h-4z"/></svg>
</div>
<h3 class="feature-title">Modular Design</h3>
<p class="feature-desc">Core features packaged independently, import only what you need. Support for custom plugin extensions.</p>
<a href="/en/guide/plugin-system" class="feature-link">Learn more</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#9cdcfe" d="M22.7 19l-9.1-9.1c.9-2.3.4-5-1.5-6.9c-2-2-5-2.4-7.4-1.3L9 6L6 9L1.6 4.7C.4 7.1.9 10.1 2.9 12.1c1.9 1.9 4.6 2.4 6.9 1.5l9.1 9.1c.4.4 1 .4 1.4 0l2.3-2.3c.5-.4.5-1.1.1-1.4"/></svg>
</div>
<h3 class="feature-title">Developer Tools</h3>
<p class="feature-desc">Built-in performance monitoring, debugging tools, serialization system, and complete development toolchain.</p>
<a href="/en/guide/logging" class="feature-link">Learn more</a>
</div>
</div>
</div>
</section>
<style scoped>
/* Home page specific styles */
.news-section {
background: #0d0d0d;
padding: 64px 0;
border-top: 1px solid #2a2a2a;
}
.news-container {
max-width: 1400px;
margin: 0 auto;
padding: 0 48px;
}
.news-header {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 32px;
}
.news-title {
font-size: 1.5rem;
font-weight: 700;
color: #ffffff;
margin: 0;
}
.news-more {
display: inline-flex;
align-items: center;
gap: 8px;
padding: 10px 20px;
background: #1a1a1a;
border: 1px solid #2a2a2a;
border-radius: 6px;
color: #a0a0a0;
font-size: 0.875rem;
font-weight: 500;
text-decoration: none;
transition: all 0.2s;
}
.news-more:hover {
background: #252525;
color: #ffffff;
}
.news-grid {
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 24px;
}
.news-card {
display: flex;
background: #1f1f1f;
border: 1px solid #2a2a2a;
border-radius: 12px;
overflow: hidden;
text-decoration: none;
transition: all 0.2s;
}
.news-card:hover {
border-color: #3b9eff;
}
.news-card-image {
width: 200px;
min-height: 140px;
flex-shrink: 0;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 16px;
gap: 12px;
}
.news-icon {
opacity: 0.9;
}
.news-badge {
display: inline-block;
padding: 4px 12px;
background: transparent;
border: 1px solid #3a3a3a;
border-radius: 16px;
color: #a0a0a0;
font-size: 0.75rem;
font-weight: 500;
}
.news-card-content {
padding: 20px;
display: flex;
flex-direction: column;
justify-content: center;
}
.news-card-content h3 {
font-size: 1.125rem;
font-weight: 600;
color: #ffffff;
margin: 0 0 8px 0;
}
.news-card-content p {
font-size: 0.875rem;
color: #707070;
margin: 0;
line-height: 1.6;
}
.features-section {
background: #0d0d0d;
padding: 64px 0;
}
.features-container {
max-width: 1400px;
margin: 0 auto;
padding: 0 48px;
}
.features-title {
font-size: 1.5rem;
font-weight: 700;
color: #ffffff;
margin: 0 0 32px 0;
}
.features-grid {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 20px;
}
.feature-card {
background: #1f1f1f;
border: 1px solid #2a2a2a;
border-radius: 12px;
padding: 24px;
transition: all 0.15s ease;
}
.feature-card:hover {
border-color: #3b9eff;
background: #252525;
}
.feature-icon {
width: 48px;
height: 48px;
background: #0d0d0d;
border-radius: 10px;
display: flex;
align-items: center;
justify-content: center;
margin-bottom: 16px;
}
.feature-title {
font-size: 16px;
font-weight: 600;
color: #ffffff;
margin: 0 0 8px 0;
}
.feature-desc {
font-size: 14px;
color: #707070;
line-height: 1.7;
margin: 0 0 16px 0;
}
.feature-link {
font-size: 14px;
color: #3b9eff;
text-decoration: none;
font-weight: 500;
}
.feature-link:hover {
text-decoration: underline;
}
@media (max-width: 1024px) {
.news-container,
.features-container {
padding: 0 24px;
}
.news-grid {
grid-template-columns: 1fr;
}
.features-grid {
grid-template-columns: repeat(2, 1fr);
}
}
@media (max-width: 768px) {
.news-card {
flex-direction: column;
}
.news-card-image {
width: 100%;
min-height: 120px;
}
.features-grid {
grid-template-columns: 1fr;
}
}
</style>

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# 高级用法
本文介绍行为树系统的高级功能和使用技巧。
## 全局黑板
全局黑板在所有行为树实例之间共享数据。
### 使用全局黑板
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
// 获取全局黑板服务
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
// 设置全局变量
globalBlackboard.setValue('gameState', 'playing');
globalBlackboard.setValue('playerCount', 4);
globalBlackboard.setValue('difficulty', 'hard');
// 读取全局变量
const gameState = globalBlackboard.getValue('gameState');
const playerCount = globalBlackboard.getValue<number>('playerCount');
```
### 在自定义执行器中访问全局黑板
```typescript
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '@esengine/behavior-tree';
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
export class CheckGameState implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
const gameState = globalBlackboard.getValue('gameState');
if (gameState === 'paused') {
return TaskStatus.Failure;
}
return TaskStatus.Success;
}
}
```
## 性能优化
### 1. 降低更新频率
对于不需要每帧更新的AI,可以使用冷却装饰器:
```typescript
// 每0.1秒执行一次
const ai = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(0.1, 'ThrottleRoot')
.selector('MainLogic')
// AI逻辑...
.end()
.end()
.build();
```
### 2. 条件缓存
在自定义执行器中缓存昂贵的条件检查结果:
```typescript
export class CachedCheck implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, runtime, totalTime } = context;
const cacheTime = state.lastCheckTime || 0;
// 如果缓存未过期(1秒内),直接使用缓存结果
if (totalTime - cacheTime < 1.0) {
return state.cachedResult || TaskStatus.Failure;
}
// 执行昂贵的检查
const result = performExpensiveCheck();
const status = result ? TaskStatus.Success : TaskStatus.Failure;
// 缓存结果
state.cachedResult = status;
state.lastCheckTime = totalTime;
return status;
}
reset(context: NodeExecutionContext): void {
context.state.cachedResult = undefined;
context.state.lastCheckTime = undefined;
}
}
```
### 3. 分帧执行
将大量计算分散到多帧:
```typescript
export class ProcessLargeDataset implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, runtime } = context;
const data = runtime.getBlackboardValue<any[]>('dataset') || [];
let processedIndex = state.processedIndex || 0;
const batchSize = 100; // 每帧处理100个
const endIndex = Math.min(processedIndex + batchSize, data.length);
for (let i = processedIndex; i < endIndex; i++) {
processItem(data[i]);
}
state.processedIndex = endIndex;
if (endIndex >= data.length) {
return TaskStatus.Success;
}
return TaskStatus.Running;
}
reset(context: NodeExecutionContext): void {
context.state.processedIndex = 0;
}
}
```
## 调试技巧
### 1. 使用日志节点
在关键位置添加日志:
```typescript
const tree = BehaviorTreeBuilder.create('Debug')
.log('开始战斗序列', 'StartCombat')
.sequence('Combat')
.log('检查生命值', 'CheckHealth')
.blackboardCompare('health', 0, 'greater')
.log('执行攻击', 'Attack')
.end()
.build();
```
### 2. 监控黑板状态
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
// 输出所有黑板变量
console.log('黑板变量:', runtime?.getAllBlackboardVariables());
// 输出活动节点
console.log('活动节点:', Array.from(runtime?.activeNodeIds || []));
```
### 3. 在自定义执行器中调试
```typescript
export class DebugAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime, state } = context;
console.log(`[${nodeData.name}] 开始执行`);
console.log('配置:', nodeData.config);
console.log('状态:', state);
console.log('黑板:', runtime.getAllBlackboardVariables());
// 执行逻辑...
return TaskStatus.Success;
}
}
```
### 4. 性能分析
测量节点执行时间:
```typescript
export class ProfiledAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const startTime = performance.now();
// 执行操作
doSomething();
const elapsed = performance.now() - startTime;
console.log(`[${context.nodeData.name}] 耗时: ${elapsed.toFixed(2)}ms`);
return TaskStatus.Success;
}
}
```
## 常见模式
### 1. 状态机模式
使用行为树实现状态机:
```typescript
const fsm = BehaviorTreeBuilder.create('StateMachine')
.defineBlackboardVariable('currentState', 'idle')
.selector('StateSwitch')
// Idle状态
.sequence('IdleState')
.blackboardCompare('currentState', 'idle', 'equals')
.log('执行Idle行为', 'IdleBehavior')
.end()
// Move状态
.sequence('MoveState')
.blackboardCompare('currentState', 'move', 'equals')
.log('执行Move行为', 'MoveBehavior')
.end()
// Attack状态
.sequence('AttackState')
.blackboardCompare('currentState', 'attack', 'equals')
.log('执行Attack行为', 'AttackBehavior')
.end()
.end()
.build();
```
状态转换通过修改黑板变量实现:
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('currentState', 'move');
```
### 2. 优先级队列模式
按优先级执行任务:
```typescript
const tree = BehaviorTreeBuilder.create('PriorityQueue')
.selector('Priorities')
// 最高优先级:生存
.sequence('Survive')
.blackboardCompare('health', 20, 'less')
.log('治疗', 'Heal')
.end()
// 中优先级:战斗
.sequence('Combat')
.blackboardExists('nearbyEnemy')
.log('战斗', 'Fight')
.end()
// 低优先级:收集资源
.sequence('Gather')
.log('收集资源', 'CollectResources')
.end()
.end()
.build();
```
### 3. 并行任务模式
同时执行多个任务:
```typescript
const tree = BehaviorTreeBuilder.create('ParallelTasks')
.parallel('Effects', { successPolicy: 'all' })
.log('播放动画', 'PlayAnimation')
.log('播放音效', 'PlaySound')
.log('生成粒子', 'SpawnParticles')
.end()
.build();
```
### 4. 重试模式
失败时重试:
```typescript
// 使用自定义重试装饰器(参见custom-actions.md中的RetryDecorator示例)
// 或者使用UntilSuccess装饰器
const tree = BehaviorTreeBuilder.create('Retry')
.untilSuccess('RetryUntilSuccess')
.log('尝试操作', 'TryOperation')
.end()
.build();
```
### 5. 超时模式
限制任务执行时间:
```typescript
const tree = BehaviorTreeBuilder.create('Timeout')
.timeout(5.0, 'TimeLimit')
.log('长时间运行的任务', 'LongTask')
.end()
.build();
```
## 与游戏引擎集成
### Cocos Creator集成
参见[Cocos Creator集成指南](./cocos-integration.md)
### LayaAir集成
参见[LayaAir集成指南](./laya-integration.md)
## 最佳实践
### 1. 合理使用黑板
```typescript
// 好的做法:使用类型化的黑板访问
const health = runtime.getBlackboardValue<number>('health');
// 好的做法:定义所有黑板变量
const tree = BehaviorTreeBuilder.create('AI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.defineBlackboardVariable('state', 'idle')
// ...
```
### 2. 避免过深的树结构
```typescript
// 不好:嵌套过深
.selector()
.sequence()
.selector()
.sequence()
.selector()
// 太深了!
.end()
.end()
.end()
.end()
.end()
// 好:使用合理的深度
.selector()
.sequence()
.log('Action1')
.log('Action2')
.end()
.sequence()
.log('Action3')
.log('Action4')
.end()
.end()
```
### 3. 使用有意义的节点名称
```typescript
// 好的做法
.selector('CombatDecision')
.sequence('AttackEnemy')
.blackboardExists('target', 'HasTarget')
.log('执行攻击', 'Attack')
.end()
.end()
// 不好的做法
.selector('Node1')
.sequence('Node2')
.blackboardExists('target', 'Node3')
.log('Attack', 'Node4')
.end()
.end()
```
### 4. 模块化设计
将复杂逻辑分解为多个独立的行为树,在需要时组合使用。
### 5. 性能考虑
- 避免在每帧执行昂贵的操作
- 使用冷却装饰器控制执行频率
- 缓存计算结果
- 合理使用并行节点
## 下一步
- 查看[自定义节点执行器](./custom-actions.md)学习如何创建自定义节点
- 阅读[最佳实践](./best-practices.md)了解行为树设计技巧
- 参考[编辑器使用指南](./editor-guide.md)学习可视化编辑

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# 资产管理
本文介绍如何加载、管理和复用行为树资产。
## 为什么需要资产管理?
在实际游戏开发中,你可能会遇到以下场景:
1. **多个实体共享同一个行为树** - 100个敌人使用同一套AI逻辑
2. **动态加载行为树** - 从JSON文件加载行为树配置
3. **子树复用** - 将常用的行为片段(如"巡逻"、"追击")做成独立的子树
4. **运行时切换行为树** - 敌人在不同阶段使用不同的行为树
## BehaviorTreeAssetManager
框架提供了 `BehaviorTreeAssetManager` 服务来统一管理行为树资产。
### 核心概念
- **BehaviorTreeData行为树数据**:行为树的定义,可以被多个实体共享
- **BehaviorTreeRuntimeComponent运行时组件**:每个实体独立的运行时状态
- **AssetManager资产管理器**:统一管理所有 BehaviorTreeData
### 基本使用
```typescript
import { Core } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeBuilder,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
// 1. 获取资产管理器(插件已自动注册)
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 2. 创建并注册行为树资产
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.selector('MainBehavior')
.log('攻击')
.end()
.build();
assetManager.loadAsset(enemyAI);
// 3. 为多个实体使用同一份资产
const enemy1 = scene.createEntity('Enemy1');
const enemy2 = scene.createEntity('Enemy2');
const enemy3 = scene.createEntity('Enemy3');
// 获取共享的资产
const sharedTree = assetManager.getAsset('EnemyAI');
if (sharedTree) {
BehaviorTreeStarter.start(enemy1, sharedTree);
BehaviorTreeStarter.start(enemy2, sharedTree);
BehaviorTreeStarter.start(enemy3, sharedTree);
}
```
### 资产管理器 API
```typescript
// 加载资产
assetManager.loadAsset(treeData);
// 获取资产
const tree = assetManager.getAsset('TreeID');
// 检查资产是否存在
if (assetManager.hasAsset('TreeID')) {
// ...
}
// 卸载资产
assetManager.unloadAsset('TreeID');
// 获取所有资产ID
const allIds = assetManager.getAllAssetIds();
// 清空所有资产
assetManager.clearAll();
```
## 从文件加载行为树
### JSON 格式
行为树可以导出为 JSON 格式:
```json
{
"version": "1.0.0",
"metadata": {
"name": "EnemyAI",
"description": "敌人AI行为树"
},
"rootNodeId": "root-1",
"nodes": [
{
"id": "root-1",
"name": "RootSelector",
"nodeType": "Composite",
"data": {
"compositeType": "Selector"
},
"children": ["combat-1", "patrol-1"]
},
{
"id": "combat-1",
"name": "Combat",
"nodeType": "Action",
"data": {
"actionType": "LogAction",
"message": "攻击敌人"
},
"children": []
}
],
"blackboard": [
{
"name": "health",
"type": "number",
"defaultValue": 100
}
]
}
```
### 加载 JSON 文件
```typescript
import {
BehaviorTreeAssetSerializer,
BehaviorTreeAssetManager
} from '@esengine/behavior-tree';
async function loadTreeFromFile(filePath: string) {
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 1. 读取文件内容
const jsonContent = await fetch(filePath).then(res => res.text());
// 2. 反序列化
const treeData = BehaviorTreeAssetSerializer.deserialize(jsonContent);
// 3. 加载到资产管理器
assetManager.loadAsset(treeData);
return treeData;
}
// 使用
const tree = await loadTreeFromFile('/assets/enemy-ai.btree.json');
BehaviorTreeStarter.start(entity, tree);
```
## 子树SubTree
子树允许你将常用的行为片段做成独立的树,然后在其他树中引用。
### 为什么使用子树?
1. **代码复用** - 避免重复定义相同的行为
2. **模块化** - 将复杂的行为树拆分成小的可管理单元
3. **团队协作** - 不同成员可以独立开发不同的子树
### 创建子树
```typescript
// 1. 创建巡逻子树
const patrolTree = BehaviorTreeBuilder.create('PatrolBehavior')
.sequence('Patrol')
.log('选择巡逻点', 'PickWaypoint')
.log('移动到巡逻点', 'MoveToWaypoint')
.wait(2.0, 'WaitAtWaypoint')
.end()
.build();
// 2. 创建追击子树
const chaseTree = BehaviorTreeBuilder.create('ChaseBehavior')
.sequence('Chase')
.log('锁定目标', 'LockTarget')
.log('追击目标', 'ChaseTarget')
.end()
.build();
// 3. 注册子树到资产管理器
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
assetManager.loadAsset(patrolTree);
assetManager.loadAsset(chaseTree);
```
### 使用子树
```typescript
// 在主行为树中使用子树
const mainTree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('hasTarget', false)
.selector('MainBehavior')
// 条件:发现目标时执行追击子树
.sequence('CombatBranch')
.blackboardExists('hasTarget')
.subTree('ChaseBehavior', { shareBlackboard: true })
.end()
// 默认:执行巡逻子树
.subTree('PatrolBehavior', { shareBlackboard: true })
.end()
.build();
assetManager.loadAsset(mainTree);
// 启动主行为树
const enemy = scene.createEntity('Enemy');
BehaviorTreeStarter.start(enemy, mainTree);
```
### SubTree 配置选项
```typescript
.subTree('SubTreeID', {
shareBlackboard: true, // 是否共享黑板默认true
})
```
- **shareBlackboard: true** - 子树和父树共享黑板变量
- **shareBlackboard: false** - 子树使用独立的黑板
## 资源预加载
在游戏启动时预加载所有行为树资产:
```typescript
class BehaviorTreePreloader {
private assetManager: BehaviorTreeAssetManager;
constructor() {
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
}
async preloadAll() {
// 定义所有行为树文件
const treeFiles = [
'/assets/ai/enemy-ai.btree.json',
'/assets/ai/boss-ai.btree.json',
'/assets/ai/patrol.btree.json',
'/assets/ai/chase.btree.json'
];
// 并行加载所有文件
const loadPromises = treeFiles.map(file => this.loadTree(file));
await Promise.all(loadPromises);
console.log(`已加载 ${this.assetManager.getAssetCount()} 个行为树资产`);
}
private async loadTree(filePath: string) {
const jsonContent = await fetch(filePath).then(res => res.text());
const treeData = BehaviorTreeAssetSerializer.deserialize(jsonContent);
this.assetManager.loadAsset(treeData);
}
}
// 游戏启动时调用
const preloader = new BehaviorTreePreloader();
await preloader.preloadAll();
```
## 运行时切换行为树
敌人在不同阶段使用不同的行为树:
```typescript
class EnemyAI {
private entity: Entity;
private assetManager: BehaviorTreeAssetManager;
constructor(entity: Entity) {
this.entity = entity;
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
}
// 切换到巡逻AI
switchToPatrol() {
const tree = this.assetManager.getAsset('PatrolAI');
if (tree) {
BehaviorTreeStarter.stop(this.entity);
BehaviorTreeStarter.start(this.entity, tree);
}
}
// 切换到战斗AI
switchToCombat() {
const tree = this.assetManager.getAsset('CombatAI');
if (tree) {
BehaviorTreeStarter.stop(this.entity);
BehaviorTreeStarter.start(this.entity, tree);
}
}
// 切换到狂暴模式
switchToBerserk() {
const tree = this.assetManager.getAsset('BerserkAI');
if (tree) {
BehaviorTreeStarter.stop(this.entity);
BehaviorTreeStarter.start(this.entity, tree);
}
}
}
// 使用
const enemyAI = new EnemyAI(enemyEntity);
// Boss血量低于30%时进入狂暴
const runtime = enemyEntity.getComponent(BehaviorTreeRuntimeComponent);
const health = runtime?.getBlackboardValue<number>('health');
if (health && health < 30) {
enemyAI.switchToBerserk();
}
```
## 内存优化
### 1. 共享行为树数据
```typescript
// 好的做法100个敌人共享1份BehaviorTreeData
const sharedTree = assetManager.getAsset('EnemyAI');
for (let i = 0; i < 100; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
BehaviorTreeStarter.start(enemy, sharedTree!); // 共享数据
}
// 不好的做法每个敌人创建独立的BehaviorTreeData
for (let i = 0; i < 100; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
const tree = BehaviorTreeBuilder.create('EnemyAI') // 重复创建
// ... 节点定义
.build();
BehaviorTreeStarter.start(enemy, tree);
}
```
### 2. 及时卸载不用的资产
```typescript
// 关卡结束时卸载该关卡的AI
function onLevelEnd() {
assetManager.unloadAsset('Level1BossAI');
assetManager.unloadAsset('Level1EnemyAI');
}
// 加载新关卡的AI
function onLevelStart() {
const boss2AI = await loadTreeFromFile('/assets/level2-boss.btree.json');
assetManager.loadAsset(boss2AI);
}
```
## 完整示例:多敌人类型的游戏
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeAssetManager,
BehaviorTreeBuilder,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
async function setupGame() {
// 1. 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 2. 创建共享的子树
const patrolTree = BehaviorTreeBuilder.create('Patrol')
.sequence('PatrolLoop')
.log('巡逻')
.wait(1.0)
.end()
.build();
const combatTree = BehaviorTreeBuilder.create('Combat')
.sequence('CombatLoop')
.log('战斗')
.end()
.build();
assetManager.loadAsset(patrolTree);
assetManager.loadAsset(combatTree);
// 3. 创建不同类型敌人的AI
const meleeEnemyAI = BehaviorTreeBuilder.create('MeleeEnemyAI')
.selector('MeleeBehavior')
.sequence('Attack')
.blackboardExists('target')
.log('近战攻击')
.end()
.subTree('Patrol')
.end()
.build();
const rangedEnemyAI = BehaviorTreeBuilder.create('RangedEnemyAI')
.selector('RangedBehavior')
.sequence('Attack')
.blackboardExists('target')
.log('远程攻击')
.end()
.subTree('Patrol')
.end()
.build();
assetManager.loadAsset(meleeEnemyAI);
assetManager.loadAsset(rangedEnemyAI);
// 4. 创建多个敌人实体
// 10个近战敌人共享同一份AI
const meleeAI = assetManager.getAsset('MeleeEnemyAI')!;
for (let i = 0; i < 10; i++) {
const enemy = scene.createEntity(`MeleeEnemy${i}`);
BehaviorTreeStarter.start(enemy, meleeAI);
}
// 5个远程敌人共享同一份AI
const rangedAI = assetManager.getAsset('RangedEnemyAI')!;
for (let i = 0; i < 5; i++) {
const enemy = scene.createEntity(`RangedEnemy${i}`);
BehaviorTreeStarter.start(enemy, rangedAI);
}
console.log(`已创建 15 个敌人,使用 ${assetManager.getAssetCount()} 个行为树资产`);
// 5. 游戏循环
setInterval(() => {
Core.update(0.016);
}, 16);
}
setupGame();
```
## 常见问题
### 如何检查资产是否已加载?
```typescript
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
if (!assetManager.hasAsset('EnemyAI')) {
// 加载资产
const tree = await loadTreeFromFile('/assets/enemy-ai.btree.json');
assetManager.loadAsset(tree);
}
```
### 子树找不到怎么办?
确保子树已经加载到资产管理器中:
```typescript
// 1. 先加载子树
const subTree = BehaviorTreeBuilder.create('SubTreeID')
// ...
.build();
assetManager.loadAsset(subTree);
// 2. 再加载使用子树的主树
const mainTree = BehaviorTreeBuilder.create('MainTree')
.subTree('SubTreeID')
.build();
```
### 如何导出行为树为 JSON
```typescript
import { BehaviorTreeAssetSerializer } from '@esengine/behavior-tree';
const tree = BehaviorTreeBuilder.create('MyTree')
// ... 节点定义
.build();
// 序列化为JSON字符串
const json = BehaviorTreeAssetSerializer.serialize(tree);
// 保存到文件或发送到服务器
console.log(json);
```
## 下一步
- 学习[Cocos Creator 集成](./cocos-integration.md)了解如何在游戏引擎中加载资源
- 查看[自定义节点执行器](./custom-actions.md)创建自定义行为
- 阅读[最佳实践](./best-practices.md)优化你的行为树设计

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# 最佳实践
本文介绍行为树设计和使用的最佳实践,帮助你构建高效、可维护的AI系统。
## 行为树设计原则
### 1. 保持树的层次清晰
将复杂行为分解成清晰的层次结构:
```
Root Selector
├── Emergency (高优先级:紧急情况)
│ ├── FleeFromDanger
│ └── CallForHelp
├── Combat (中优先级:战斗)
│ ├── Attack
│ └── Defend
└── Idle (低优先级:空闲)
├── Patrol
└── Rest
```
### 2. 单一职责原则
每个节点应该只做一件事。要实现复杂动作,创建自定义执行器,参见[自定义节点执行器](./custom-actions.md)。
```typescript
// 好的设计 - 使用内置节点
.sequence('AttackSequence')
.blackboardExists('target', 'CheckTarget')
.log('瞄准', 'Aim')
.log('开火', 'Fire')
.end()
```
### 3. 使用描述性名称
节点名称应该清楚地表达其功能:
```typescript
// 好的命名
.blackboardCompare('health', 20, 'less', 'CheckHealthLow')
.log('寻找最近的医疗包', 'FindHealthPack')
.log('移动到医疗包', 'MoveToHealthPack')
// 不好的命名
.blackboardCompare('health', 20, 'less', 'C1')
.log('Do something', 'Action1')
.log('Move', 'A2')
```
## 黑板变量管理
### 1. 变量命名规范
使用清晰的命名约定:
```typescript
const tree = BehaviorTreeBuilder.create('AI')
// 状态变量
.defineBlackboardVariable('currentState', 'idle')
.defineBlackboardVariable('isMoving', false)
// 目标和引用
.defineBlackboardVariable('targetEnemy', null)
.defineBlackboardVariable('patrolPoints', [])
// 配置参数
.defineBlackboardVariable('attackRange', 5.0)
.defineBlackboardVariable('moveSpeed', 10.0)
// 临时数据
.defineBlackboardVariable('lastAttackTime', 0)
.defineBlackboardVariable('searchAttempts', 0)
// ...
.build();
```
### 2. 避免过度使用黑板
只在需要跨节点共享的数据才放入黑板。在自定义执行器中使用局部变量:
```typescript
// 好的做法 - 使用局部变量
export class CalculateAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
// 局部计算
const temp1 = 10;
const temp2 = 20;
const result = temp1 + temp2;
// 只保存需要共享的结果
context.runtime.setBlackboardValue('calculationResult', result);
return TaskStatus.Success;
}
}
```
### 3. 使用类型安全的访问
```typescript
export class TypeSafeAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { runtime } = context;
// 使用泛型进行类型安全访问
const health = runtime.getBlackboardValue<number>('health');
const target = runtime.getBlackboardValue<Entity | null>('target');
const state = runtime.getBlackboardValue<string>('currentState');
if (health !== undefined && health < 30) {
runtime.setBlackboardValue('currentState', 'flee');
}
return TaskStatus.Success;
}
}
```
## 执行器设计
### 1. 保持执行器无状态
状态必须存储在`context.state`中,而不是执行器实例:
```typescript
// 正确的做法
export class TimedAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
if (!context.state.startTime) {
context.state.startTime = context.totalTime;
}
const elapsed = context.totalTime - context.state.startTime;
if (elapsed >= 3.0) {
return TaskStatus.Success;
}
return TaskStatus.Running;
}
reset(context: NodeExecutionContext): void {
context.state.startTime = undefined;
}
}
```
### 2. 条件应该是无副作用的
条件检查不应该修改状态:
```typescript
// 好的做法 - 只读检查
@NodeExecutorMetadata({
implementationType: 'IsHealthLow',
nodeType: NodeType.Condition,
displayName: '检查生命值低',
category: '条件',
configSchema: {
threshold: {
type: 'number',
default: 30,
supportBinding: true
}
}
})
export class IsHealthLow implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const threshold = BindingHelper.getValue<number>(context, 'threshold', 30);
const health = context.runtime.getBlackboardValue<number>('health') || 0;
return health < threshold ? TaskStatus.Success : TaskStatus.Failure;
}
}
```
### 3. 错误处理
```typescript
export class SafeAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
try {
const resourceId = context.runtime.getBlackboardValue('resourceId');
if (!resourceId) {
console.error('[SafeAction] 资源ID未设置');
return TaskStatus.Failure;
}
// 执行操作...
return TaskStatus.Success;
} catch (error) {
console.error('[SafeAction] 执行失败:', error);
context.runtime.setBlackboardValue('lastError', error.message);
return TaskStatus.Failure;
}
}
}
```
## 性能优化技巧
### 1. 使用冷却装饰器
避免高频执行昂贵操作:
```typescript
const tree = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(1.0, 'ThrottleSearch') // 最多每秒执行一次
.log('昂贵的搜索操作', 'ExpensiveSearch')
.end()
.build();
```
### 2. 缓存计算结果
```typescript
export class CachedFindNearest implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, runtime, totalTime } = context;
// 检查缓存是否有效
const cacheTime = state.enemyCacheTime || 0;
if (totalTime - cacheTime < 0.5) { // 缓存0.5秒
const cached = runtime.getBlackboardValue('nearestEnemy');
return cached ? TaskStatus.Success : TaskStatus.Failure;
}
// 执行搜索
const nearest = findNearestEnemy();
runtime.setBlackboardValue('nearestEnemy', nearest);
state.enemyCacheTime = totalTime;
return nearest ? TaskStatus.Success : TaskStatus.Failure;
}
reset(context: NodeExecutionContext): void {
context.state.enemyCacheTime = undefined;
}
}
```
### 3. 使用早期退出
```typescript
const tree = BehaviorTreeBuilder.create('EarlyExit')
.selector('FindTarget')
// 先检查缓存的目标
.blackboardExists('cachedTarget', 'HasCachedTarget')
// 没有缓存才进行搜索(需要自定义执行器)
.log('执行昂贵的搜索', 'SearchNewTarget')
.end()
.build();
```
## 可维护性
### 1. 使用有意义的节点名称
```typescript
// 好的做法
const tree = BehaviorTreeBuilder.create('CombatAI')
.selector('CombatDecision')
.sequence('AttackEnemy')
.blackboardExists('target', 'HasTarget')
.log('执行攻击', 'Attack')
.end()
.end()
.build();
// 不好的做法
const tree = BehaviorTreeBuilder.create('AI')
.selector('Node1')
.sequence('Node2')
.blackboardExists('target', 'Node3')
.log('Attack', 'Node4')
.end()
.end()
.build();
```
### 2. 使用编辑器创建复杂树
对于复杂的AI,使用可视化编辑器:
- 更直观的结构
- 方便非程序员调整
- 易于版本控制
- 支持实时调试
### 3. 添加注释和文档
```typescript
// 为行为树添加清晰的注释
const bossAI = BehaviorTreeBuilder.create('BossAI')
.defineBlackboardVariable('phase', 1) // 1=正常, 2=狂暴, 3=濒死
.selector('MainBehavior')
// 阶段3: 生命值<20%,使用终极技能
.sequence('Phase3')
.blackboardCompare('phase', 3, 'equals')
.log('使用终极技能', 'UltimateAbility')
.end()
// 阶段2: 生命值<50%,进入狂暴
.sequence('Phase2')
.blackboardCompare('phase', 2, 'equals')
.log('进入狂暴模式', 'BerserkMode')
.end()
// 阶段1: 正常战斗
.sequence('Phase1')
.log('普通攻击', 'NormalAttack')
.end()
.end()
.build();
```
## 调试技巧
### 1. 使用日志节点
```typescript
const tree = BehaviorTreeBuilder.create('Debug')
.log('开始攻击序列', 'StartAttack')
.sequence('Attack')
.log('检查目标', 'CheckTarget')
.blackboardExists('target')
.log('执行攻击', 'DoAttack')
.end()
.build();
```
### 2. 在自定义执行器中调试
```typescript
export class DebugAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime, state } = context;
console.group(`[${nodeData.name}]`);
console.log('配置:', nodeData.config);
console.log('状态:', state);
console.log('黑板:', runtime.getAllBlackboardVariables());
console.log('活动节点:', Array.from(runtime.activeNodeIds));
console.groupEnd();
return TaskStatus.Success;
}
}
```
### 3. 状态可视化
```typescript
export class VisualizeState implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
if (process.env.NODE_ENV === 'development') {
console.group('AI State');
console.log('Entity:', context.entity.name);
console.log('Health:', context.runtime.getBlackboardValue('health'));
console.log('State:', context.runtime.getBlackboardValue('currentState'));
console.log('Target:', context.runtime.getBlackboardValue('target'));
console.groupEnd();
}
return TaskStatus.Success;
}
}
```
## 常见反模式
### 1. 过深的嵌套
```typescript
// 不好 - 太深的嵌套
.selector()
.sequence()
.sequence()
.sequence()
.log('太深了', 'DeepAction')
.end()
.end()
.end()
.end()
// 好 - 使用合理的深度
.selector()
.sequence()
.log('Action1')
.log('Action2')
.end()
.sequence()
.log('Action3')
.log('Action4')
.end()
.end()
```
### 2. 在执行器中存储状态
```typescript
// 错误 - 状态存储在执行器中
export class BadAction implements INodeExecutor {
private startTime = 0; // 错误!多个节点会共享这个值
execute(context: NodeExecutionContext): TaskStatus {
this.startTime = context.totalTime; // 错误!
return TaskStatus.Success;
}
}
// 正确 - 状态存储在context.state中
export class GoodAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
if (!context.state.startTime) {
context.state.startTime = context.totalTime; // 正确!
}
return TaskStatus.Success;
}
}
```
### 3. 频繁修改黑板
```typescript
// 不好 - 每帧都修改黑板
export class FrequentUpdate implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const pos = getCurrentPosition();
context.runtime.setBlackboardValue('position', pos); // 每帧都set
context.runtime.setBlackboardValue('velocity', getVelocity());
context.runtime.setBlackboardValue('rotation', getRotation());
return TaskStatus.Running;
}
}
// 好 - 只在需要时修改
export class SmartUpdate implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const oldPos = context.runtime.getBlackboardValue('position');
const newPos = getCurrentPosition();
// 只在位置变化时更新
if (!positionsEqual(oldPos, newPos)) {
context.runtime.setBlackboardValue('position', newPos);
}
return TaskStatus.Running;
}
}
```
## 下一步
- 学习[自定义节点执行器](./custom-actions.md)扩展行为树功能
- 探索[高级用法](./advanced-usage.md)了解更多技巧
- 参考[核心概念](./core-concepts.md)深入理解原理

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# Cocos Creator 集成
本教程将引导你在 Cocos Creator 项目中集成和使用行为树系统。
## 前置要求
- Cocos Creator 3.x 或更高版本
- 基本的 TypeScript 知识
- 已完成[快速开始](./getting-started.md)教程
## 安装
### 步骤1安装依赖
在你的 Cocos Creator 项目根目录下:
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
```
### 步骤2配置 tsconfig.json
确保 `tsconfig.json` 中包含以下配置:
```json
{
"compilerOptions": {
"experimentalDecorators": true,
"emitDecoratorMetadata": true,
"moduleResolution": "node"
}
}
```
## 项目结构
建议的项目结构:
```
assets/
├── scripts/
│ ├── ai/
│ │ ├── EnemyAIComponent.ts # AI 组件
│ │ └── PlayerDetector.ts # 检测器
│ ├── systems/
│ │ └── BehaviorTreeSystem.ts # 行为树系统
│ └── Main.ts # 主入口
├── resources/
│ └── behaviors/
│ ├── enemy-ai.btree.json # 行为树资产
│ └── patrol.btree.json # 子树资产
└── types/
└── enemy-ai.ts # 类型定义
```
## 初始化 ECS 和行为树
### 创建主入口组件
创建 `assets/scripts/Main.ts`
```typescript
import { _decorator, Component } from 'cc';
import { Core, Scene } from '@esengine/ecs-framework';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
const { ccclass } = _decorator;
@ccclass('Main')
export class Main extends Component {
async onLoad() {
// 初始化 ECS Core
Core.create();
// 安装行为树插件
const behaviorTreePlugin = new BehaviorTreePlugin();
await Core.installPlugin(behaviorTreePlugin);
// 创建并设置场景
const scene = new Scene();
behaviorTreePlugin.setupScene(scene);
Core.setScene(scene);
console.log('ECS 和行为树系统初始化完成');
}
update(deltaTime: number) {
// 更新 ECS会自动更新场景
Core.update(deltaTime);
}
onDestroy() {
// 清理资源
Core.destroy();
}
}
```
### 添加组件到场景
1. 在场景中创建一个空节点(命名为 `GameManager`
2. 添加 `Main` 组件到该节点
## 创建 AI 组件
创建 `assets/scripts/ai/EnemyAIComponent.ts`
```typescript
import { _decorator, Component, Node } from 'cc';
import { Core, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('EnemyAIComponent')
export class EnemyAIComponent extends Component {
private aiEntity: Entity | null = null;
async start() {
// 创建行为树
await this.createBehaviorTree();
}
private async createBehaviorTree() {
try {
// 获取Core管理的场景
const scene = Core.scene;
if (!scene) {
console.error('场景未初始化');
return;
}
// 使用Builder API创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('cocosNode', this.node)
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('playerNode', null)
.defineBlackboardVariable('detectionRange', 10)
.defineBlackboardVariable('attackRange', 2)
.selector('MainBehavior')
.sequence('Combat')
.blackboardExists('playerNode')
.blackboardCompare('health', 30, 'greater')
.log('攻击玩家', 'AttackPlayer')
.end()
.sequence('Flee')
.blackboardCompare('health', 30, 'lessOrEqual')
.log('逃跑', 'RunAway')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
// 创建AI实体并启动
this.aiEntity = scene.createEntity(`AI_${this.node.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
console.log('敌人 AI 已启动');
} catch (error) {
console.error('初始化行为树失败:', error);
}
}
onDestroy() {
// 停止 AI
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
}
}
```
## 与 Cocos 节点交互
### 创建自定义执行器
要实现与Cocos节点的交互需要创建自定义执行器
```typescript
import {
INodeExecutor,
NodeExecutionContext,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
import { Animation } from 'cc';
@NodeExecutorMetadata({
implementationType: 'PlayAnimation',
nodeType: NodeType.Action,
displayName: '播放动画',
description: '播放Cocos节点上的动画',
category: 'Cocos',
configSchema: {
animationName: {
type: 'string',
default: 'attack'
}
}
})
export class PlayAnimationAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const cocosNode = context.runtime.getBlackboardValue('cocosNode');
const animationName = context.nodeData.config.animationName;
if (!cocosNode) {
return TaskStatus.Failure;
}
const animation = cocosNode.getComponent(Animation);
if (animation) {
animation.play(animationName);
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
}
```
## 完整示例:敌人 AI
### 行为树设计
使用编辑器创建 `enemy-ai.btree.json`
```
RootSelector
├── CombatSequence
│ ├── CheckPlayerInRange (Condition)
│ ├── CheckHealthGood (Condition)
│ └── AttackPlayer (Action)
├── FleeSequence
│ ├── CheckHealthLow (Condition)
│ └── RunAway (Action)
└── PatrolSequence
├── PickWaypoint (Action)
├── MoveToWaypoint (Action)
└── Wait (Action)
```
### 黑板变量
定义以下黑板变量:
- `cocosNode`Node - Cocos 节点引用
- `health`Number - 生命值
- `playerNode`Object - 玩家节点引用
- `detectionRange`Number - 检测范围
- `attackRange`Number - 攻击范围
- `currentWaypoint`Number - 当前路点索引
### 实现检测系统
创建 `assets/scripts/ai/PlayerDetector.ts`
```typescript
import { _decorator, Component, Node, Vec3 } from 'cc';
import { BehaviorTreeRuntimeComponent } from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('PlayerDetector')
export class PlayerDetector extends Component {
@property(Node)
player: Node = null;
@property
detectionRange: number = 10;
private runtime: BehaviorTreeRuntimeComponent | null = null;
start() {
// 假设AI组件在同一节点上
const aiComponent = this.node.getComponent('EnemyAIComponent') as any;
if (aiComponent && aiComponent.aiEntity) {
this.runtime = aiComponent.aiEntity.getComponent(BehaviorTreeRuntimeComponent);
}
}
update(deltaTime: number) {
if (!this.runtime || !this.player) {
return;
}
// 计算距离
const distance = Vec3.distance(this.node.position, this.player.position);
// 更新黑板
this.runtime.setBlackboardValue('playerNode', this.player);
this.runtime.setBlackboardValue('playerInRange', distance <= this.detectionRange);
this.runtime.setBlackboardValue('distanceToPlayer', distance);
}
}
```
## 资源管理
### 使用 BehaviorTreeAssetManager
框架提供了 `BehaviorTreeAssetManager` 来统一管理行为树资产,避免重复创建:
```typescript
import { Core } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeBuilder,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
// 获取资产管理器(插件已自动注册)
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 创建并注册行为树(只创建一次)
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.selector('MainBehavior')
.log('攻击')
.end()
.build();
assetManager.loadAsset(enemyAI);
// 为多个敌人实体使用同一份资产
for (let i = 0; i < 10; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
const tree = assetManager.getAsset('EnemyAI')!;
BehaviorTreeStarter.start(enemy, tree); // 10个敌人共享1份数据
}
```
### 从 Cocos Creator 资源加载
#### 1. 将行为树 JSON 放入 resources 目录
```
assets/
└── resources/
└── behaviors/
├── enemy-ai.btree.json
└── boss-ai.btree.json
```
#### 2. 创建资源加载器
创建 `assets/scripts/BehaviorTreeLoader.ts`
```typescript
import { resources, JsonAsset } from 'cc';
import { Core } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeAssetSerializer,
BehaviorTreeData
} from '@esengine/behavior-tree';
export class BehaviorTreeLoader {
private assetManager: BehaviorTreeAssetManager;
constructor() {
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
}
/**
* 从 resources 目录加载行为树
* @param path 相对于 resources 的路径,不带扩展名
* @example await loader.load('behaviors/enemy-ai')
*/
async load(path: string): Promise<BehaviorTreeData | null> {
return new Promise((resolve, reject) => {
resources.load(path, JsonAsset, (err, jsonAsset) => {
if (err) {
console.error(`加载行为树失败: ${path}`, err);
reject(err);
return;
}
try {
// 反序列化 JSON 为 BehaviorTreeData
const jsonStr = JSON.stringify(jsonAsset.json);
const treeData = BehaviorTreeAssetSerializer.deserialize(jsonStr);
// 加载到资产管理器
this.assetManager.loadAsset(treeData);
console.log(`行为树已加载: ${treeData.name}`);
resolve(treeData);
} catch (error) {
console.error(`解析行为树失败: ${path}`, error);
reject(error);
}
});
});
}
/**
* 预加载所有行为树
*/
async preloadAll(paths: string[]): Promise<void> {
const promises = paths.map(path => this.load(path));
await Promise.all(promises);
console.log(`已预加载 ${paths.length} 个行为树`);
}
}
```
#### 3. 在游戏启动时预加载
修改 `Main.ts`
```typescript
import { _decorator, Component } from 'cc';
import { Core, Scene } from '@esengine/ecs-framework';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
import { BehaviorTreeLoader } from './BehaviorTreeLoader';
const { ccclass } = _decorator;
@ccclass('Main')
export class Main extends Component {
private loader: BehaviorTreeLoader | null = null;
async onLoad() {
// 初始化 ECS Core
Core.create();
// 安装行为树插件
const behaviorTreePlugin = new BehaviorTreePlugin();
await Core.installPlugin(behaviorTreePlugin);
// 创建场景
const scene = new Scene();
behaviorTreePlugin.setupScene(scene);
Core.setScene(scene);
// 创建加载器并预加载所有行为树
this.loader = new BehaviorTreeLoader();
await this.loader.preloadAll([
'behaviors/enemy-ai',
'behaviors/boss-ai',
'behaviors/patrol', // 子树
'behaviors/chase' // 子树
]);
console.log('游戏初始化完成');
}
update(deltaTime: number) {
Core.update(deltaTime);
}
onDestroy() {
Core.destroy();
}
}
```
#### 4. 在敌人组件中使用
```typescript
import { _decorator, Component } from 'cc';
import { Core, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('EnemyAIComponent')
export class EnemyAIComponent extends Component {
@property
aiType: string = 'enemy-ai'; // 在编辑器中配置使用哪个AI
private aiEntity: Entity | null = null;
start() {
const scene = Core.scene;
if (!scene) return;
// 从资产管理器获取已加载的行为树
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
const tree = assetManager.getAsset(this.aiType);
if (tree) {
this.aiEntity = scene.createEntity(`AI_${this.node.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
// 设置黑板变量
const runtime = this.aiEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('cocosNode', this.node);
} else {
console.error(`找不到行为树资产: ${this.aiType}`);
}
}
onDestroy() {
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
}
}
```
## 调试
### 可视化调试信息
创建调试组件显示 AI 状态:
```typescript
import { _decorator, Component, Label } from 'cc';
import { BehaviorTreeRuntimeComponent } from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('AIDebugger')
export class AIDebugger extends Component {
@property(Label)
debugLabel: Label = null;
private runtime: BehaviorTreeRuntimeComponent | null = null;
start() {
const aiComponent = this.node.getComponent('EnemyAIComponent') as any;
if (aiComponent && aiComponent.aiEntity) {
this.runtime = aiComponent.aiEntity.getComponent(BehaviorTreeRuntimeComponent);
}
}
update() {
if (!this.runtime || !this.debugLabel) {
return;
}
const health = this.runtime.getBlackboardValue('health');
const playerNode = this.runtime.getBlackboardValue('playerNode');
this.debugLabel.string = `Health: ${health}\nHas Target: ${playerNode ? 'Yes' : 'No'}`;
}
}
```
## 性能优化
### 1. 限制行为树数量
合理控制同时运行的行为树数量:
```typescript
class AIManager {
private activeAIs: Entity[] = [];
private maxAIs: number = 20;
addAI(entity: Entity, tree: BehaviorTreeData) {
if (this.activeAIs.length >= this.maxAIs) {
// 移除最远的AI
const furthest = this.findFurthestAI();
if (furthest) {
BehaviorTreeStarter.stop(furthest);
this.activeAIs = this.activeAIs.filter(e => e !== furthest);
}
}
BehaviorTreeStarter.start(entity, tree);
this.activeAIs.push(entity);
}
removeAI(entity: Entity) {
BehaviorTreeStarter.stop(entity);
this.activeAIs = this.activeAIs.filter(e => e !== entity);
}
private findFurthestAI(): Entity | null {
// 根据距离找到最远的AI
// 实现细节略
return this.activeAIs[0];
}
}
```
### 2. 使用冷却装饰器
对于不需要每帧更新的AI使用冷却装饰器
```typescript
const tree = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(0.2, 'ThrottleRoot') // 每0.2秒执行一次
.selector('MainBehavior')
// AI逻辑...
.end()
.end()
.build();
```
### 3. 缓存计算结果
在自定义执行器中缓存昂贵的计算:
```typescript
export class CachedFindTarget implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, runtime, totalTime } = context;
const cacheTime = state.lastFindTime || 0;
if (totalTime - cacheTime < 1.0) {
const cached = runtime.getBlackboardValue('target');
return cached ? TaskStatus.Success : TaskStatus.Failure;
}
const target = findNearestTarget();
runtime.setBlackboardValue('target', target);
state.lastFindTime = totalTime;
return target ? TaskStatus.Success : TaskStatus.Failure;
}
}
```
## 多平台注意事项
### 性能考虑
不同平台的性能差异:
- **Web平台**: 受浏览器性能限制建议减少同时运行的AI数量
- **原生平台**: 性能较好可以运行更多AI
- **小游戏平台**: 内存受限,注意控制行为树数量和复杂度
### 平台适配
```typescript
import { sys } from 'cc';
// 根据平台调整AI数量
const maxAIs = sys.isNative ? 50 : (sys.isBrowser ? 20 : 30);
// 根据平台调整更新频率
const updateInterval = sys.isNative ? 0.016 : 0.05;
```
## 常见问题
### 行为树无法加载?
检查:
1. 资源路径是否正确(相对于 `resources` 目录)
2. 文件是否已添加到项目中
3. 检查控制台错误信息
### AI 不执行?
确保:
1. `Main` 组件的 `update` 方法被调用
2. `Scene.update()` 在每帧被调用
3. 行为树已通过 `BehaviorTreeStarter.start()` 启动
### 黑板变量不更新?
检查:
1. 变量名拼写是否正确
2. 是否在正确的时机更新变量
3. 使用 `BehaviorTreeRuntimeComponent.getBlackboardValue()``setBlackboardValue()` 方法
## 下一步
- 查看[资产管理](./asset-management.md)了解如何加载和管理行为树资产、使用子树
- 学习[高级用法](./advanced-usage.md)了解性能优化和调试技巧
- 阅读[最佳实践](./best-practices.md)优化你的 AI
- 学习[自定义节点执行器](./custom-actions.md)创建自定义行为

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# 核心概念
本文介绍行为树系统的核心概念和工作原理。
## 什么是行为树?
行为树(Behavior Tree)是一种用于控制AI和自动化系统的决策结构。它通过树状层次结构组织任务,从根节点开始逐层执行,直到找到合适的行为。
### 与状态机的对比
传统状态机:
- 基于状态和转换
- 状态之间的转换复杂
- 难以扩展和维护
- 不便于复用
行为树:
- 基于任务和层次结构
- 模块化、易于复用
- 可视化编辑
- 灵活的决策逻辑
## 树结构
行为树由节点组成,形成树状结构:
```
Root (根节点)
├── Selector (选择器)
│ ├── Sequence (序列)
│ │ ├── Condition (条件)
│ │ └── Action (动作)
│ └── Action (动作)
└── Sequence (序列)
├── Action (动作)
└── Wait (等待)
```
每个节点都有:
- 父节点(除了根节点)
- 零个或多个子节点
- 执行状态
- 返回结果
## 节点类型
### 复合节点(Composite)
复合节点有多个子节点,按特定规则执行它们。
#### Selector(选择器)
按顺序尝试执行子节点,直到某个子节点成功。
```typescript
const tree = BehaviorTreeBuilder.create('FindFood')
.selector('FindFoodSelector')
.log('尝试吃附近的食物', 'EatNearby')
.log('搜索食物', 'SearchFood')
.log('放弃', 'GiveUp')
.end()
.build();
```
执行逻辑:
1. 尝试第一个子节点
2. 如果返回Success,选择器成功
3. 如果返回Failure,尝试下一个子节点
4. 如果返回Running,选择器返回Running
5. 所有子节点都失败时,选择器失败
#### Sequence(序列)
按顺序执行所有子节点,直到某个子节点失败。
```typescript
const tree = BehaviorTreeBuilder.create('Attack')
.sequence('AttackSequence')
.blackboardExists('target') // 检查是否有目标
.log('瞄准', 'Aim')
.log('开火', 'Fire')
.end()
.build();
```
执行逻辑:
1. 依次执行子节点
2. 如果子节点返回Failure,序列失败
3. 如果子节点返回Running,序列返回Running
4. 如果子节点返回Success,继续下一个子节点
5. 所有子节点都成功时,序列成功
#### Parallel(并行)
同时执行多个子节点。
```typescript
const tree = BehaviorTreeBuilder.create('PlayEffects')
.parallel('Effects', {
successPolicy: 'all', // 所有任务都要成功
failurePolicy: 'one' // 任一失败则失败
})
.log('播放动画', 'PlayAnimation')
.log('播放音效', 'PlaySound')
.log('生成粒子', 'SpawnEffect')
.end()
.build();
```
策略类型:
- `successPolicy: 'all'`: 所有子节点都成功才成功
- `successPolicy: 'one'`: 任意一个子节点成功就成功
- `failurePolicy: 'all'`: 所有子节点都失败才失败
- `failurePolicy: 'one'`: 任意一个子节点失败就失败
### 装饰器节点(Decorator)
装饰器节点只有一个子节点,用于修改子节点的行为或结果。
#### Inverter(反转)
反转子节点的结果:
```typescript
const tree = BehaviorTreeBuilder.create('CheckSafe')
.inverter('NotHasEnemy')
.blackboardExists('enemy')
.end()
.build();
```
#### Repeater(重复)
重复执行子节点:
```typescript
const tree = BehaviorTreeBuilder.create('Jump3Times')
.repeater(3, 'RepeatJump')
.log('跳跃', 'Jump')
.end()
.build();
```
#### Cooldown(冷却)
限制子节点的执行频率:
```typescript
const tree = BehaviorTreeBuilder.create('UseSkill')
.cooldown(5.0, 'SkillCooldown')
.log('使用特殊技能', 'UseSpecialAbility')
.end()
.build();
```
#### Timeout(超时)
限制子节点的执行时间:
```typescript
const tree = BehaviorTreeBuilder.create('TimedTask')
.timeout(10.0, 'TaskTimeout')
.log('长时间运行的任务', 'ComplexTask')
.end()
.build();
```
### 叶节点(Leaf)
叶节点没有子节点,执行具体的任务。
#### Action(动作)
执行具体操作。内置动作节点包括:
```typescript
const tree = BehaviorTreeBuilder.create('Actions')
.sequence()
.wait(2.0) // 等待2秒
.log('Hello', 'LogAction') // 输出日志
.setBlackboardValue('score', 100) // 设置黑板值
.modifyBlackboardValue('score', 'add', 10) // 修改黑板值
.end()
.build();
```
要实现自定义动作,需要创建自定义执行器,参见[自定义节点执行器](./custom-actions.md)。
#### Condition(条件)
检查条件。内置条件节点包括:
```typescript
const tree = BehaviorTreeBuilder.create('Conditions')
.selector()
.blackboardExists('player') // 检查变量是否存在
.blackboardCompare('health', 50, 'greater') // 比较变量值
.randomProbability(0.5) // 50%概率
.end()
.build();
```
#### Wait(等待)
等待指定时间:
```typescript
const tree = BehaviorTreeBuilder.create('WaitExample')
.wait(2.0, 'Wait2Seconds')
.build();
```
## 任务状态
每个节点执行后返回以下状态之一:
### Success(成功)
任务成功完成。
```typescript
// 内置节点会根据逻辑自动返回Success
.log('任务完成') // 总是返回Success
.blackboardCompare('score', 100, 'greater') // 条件满足时返回Success
```
### Failure(失败)
任务执行失败。
```typescript
.blackboardCompare('score', 100, 'greater') // 条件不满足返回Failure
.blackboardExists('nonExistent') // 变量不存在返回Failure
```
### Running(运行中)
任务需要多帧完成,仍在执行中。
```typescript
.wait(3.0) // 等待过程中返回Running,3秒后返回Success
```
### Invalid(无效)
节点未初始化或已重置。通常不需要手动处理此状态。
## 黑板系统
黑板(Blackboard)是行为树的数据存储系统,用于在节点之间共享数据。
### 本地黑板
每个行为树实例都有自己的本地黑板:
```typescript
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.defineBlackboardVariable('state', 'idle')
// ...
.build();
```
### 支持的数据类型
黑板支持以下数据类型:
- String字符串
- Number数字
- Boolean布尔值
- Vector2二维向量
- Vector3三维向量
- Object对象引用
- Array数组
示例:
```typescript
const tree = BehaviorTreeBuilder.create('Variables')
.defineBlackboardVariable('name', 'Enemy') // 字符串
.defineBlackboardVariable('count', 0) // 数字
.defineBlackboardVariable('isActive', true) // 布尔值
.defineBlackboardVariable('position', { x: 0, y: 0 }) // 对象(也可用于Vector2)
.defineBlackboardVariable('velocity', { x: 0, y: 0, z: 0 }) // 对象(也可用于Vector3)
.defineBlackboardVariable('items', []) // 数组
.build();
```
### 读写变量
通过`BehaviorTreeRuntimeComponent`访问黑板:
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
// 读取变量
const health = runtime?.getBlackboardValue('health');
const target = runtime?.getBlackboardValue('target');
// 写入变量
runtime?.setBlackboardValue('health', 50);
runtime?.setBlackboardValue('lastAttackTime', Date.now());
// 获取所有变量
const allVars = runtime?.getAllBlackboardVariables();
```
也可以使用内置节点操作黑板:
```typescript
const tree = BehaviorTreeBuilder.create('BlackboardOps')
.sequence()
.setBlackboardValue('score', 100) // 设置值
.modifyBlackboardValue('score', 'add', 10) // 增加10
.blackboardCompare('score', 110, 'equals') // 检查是否等于110
.end()
.build();
```
### 全局黑板
所有行为树实例共享的黑板,通过`GlobalBlackboardService`访问:
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
// 设置全局变量
globalBlackboard.setValue('gameState', 'playing');
globalBlackboard.setValue('difficulty', 5);
// 读取全局变量
const gameState = globalBlackboard.getValue('gameState');
```
在自定义执行器中访问全局黑板:
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
export class CheckGameState implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
const gameState = globalBlackboard.getValue('gameState');
if (gameState === 'paused') {
return TaskStatus.Failure;
}
return TaskStatus.Success;
}
}
```
## 执行流程
### 初始化
```typescript
// 1. 初始化Core和插件
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 2. 创建场景
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 3. 构建行为树
const tree = BehaviorTreeBuilder.create('AI')
// ... 定义节点
.build();
// 4. 创建实体并启动
const entity = scene.createEntity('AIEntity');
BehaviorTreeStarter.start(entity, tree);
```
### 更新循环
```typescript
// 每帧更新
gameLoop(() => {
const deltaTime = getDeltaTime();
Core.update(deltaTime); // Core会自动更新场景和所有行为树
});
```
### 执行顺序
```
1. 从根节点开始
2. 根节点执行其逻辑(通常是Selector或Sequence)
3. 根节点的子节点按顺序执行
4. 每个子节点可能有自己的子节点
5. 叶节点执行具体操作并返回状态
6. 状态向上传播到父节点
7. 父节点根据策略决定如何处理子节点的状态
8. 最终根节点返回整体状态
```
### 执行示例
```typescript
const tree = BehaviorTreeBuilder.create('Example')
.selector('Root') // 1. 执行选择器
.sequence('Branch1') // 2. 尝试第一个分支
.blackboardCompare('ready', true, 'equals', 'CheckReady') // 3. 条件失败
.end() // 4. 序列失败,选择器继续下一个分支
.sequence('Branch2') // 5. 尝试第二个分支
.blackboardCompare('active', true, 'equals', 'CheckActive') // 6. 条件成功
.log('执行动作', 'DoAction') // 7. 动作成功
.end() // 8. 序列成功,选择器成功
.end() // 9. 整个树成功
.build();
```
执行流程图:
```
Root(Selector)
→ Branch1(Sequence)
→ CheckReady: Failure
→ Branch1 fails
→ Branch2(Sequence)
→ CheckActive: Success
→ DoAction: Success
→ Branch2 succeeds
→ Root succeeds
```
## Runtime架构
本框架的行为树采用Runtime执行器架构:
### 核心组件
- **BehaviorTreeData**: 纯数据结构,描述行为树的结构和配置
- **BehaviorTreeRuntimeComponent**: 运行时组件,管理执行状态和黑板
- **BehaviorTreeExecutionSystem**: 执行系统,驱动行为树运行
- **INodeExecutor**: 节点执行器接口,定义节点的执行逻辑
- **NodeExecutionContext**: 执行上下文,包含执行所需的所有信息
### 架构特点
1. **数据与逻辑分离**: BehaviorTreeData是纯数据,执行逻辑在执行器中
2. **无状态执行器**: 执行器实例可以在多个节点间共享,状态存储在Runtime中
3. **类型安全**: 通过TypeScript类型系统保证类型安全
4. **高性能**: 避免不必要的对象创建,优化内存使用
### 数据流
```
BehaviorTreeBuilder
↓ (构建)
BehaviorTreeData
↓ (加载到)
BehaviorTreeAssetManager
↓ (读取)
BehaviorTreeExecutionSystem
↓ (执行)
INodeExecutor.execute(context)
↓ (返回)
TaskStatus
↓ (更新)
NodeRuntimeState
```
## 下一步
现在你已经理解了行为树的核心概念,接下来可以:
- 查看[快速开始](./getting-started.md)创建第一个行为树
- 学习[自定义节点执行器](./custom-actions.md)创建自定义节点
- 探索[高级用法](./advanced-usage.md)了解更多功能
- 阅读[最佳实践](./best-practices.md)学习设计模式

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# 行为树编辑器使用指南
行为树编辑器提供了可视化的方式来创建和编辑行为树。
## 启动编辑器
```bash
cd packages/editor-app
npm run tauri:dev
```
## 基本操作
### 打开行为树编辑器
通过以下方式打开行为树编辑器窗口:
1. 在资产浏览器中双击 `.btree` 文件
2. 菜单栏:`窗口` → 选择行为树编辑器相关插件
### 创建新行为树
在行为树编辑器窗口的工具栏中点击"新建"按钮(加号图标)
### 保存行为树
在行为树编辑器窗口的工具栏中点击"保存"按钮(磁盘图标)
### 添加节点
从左侧节点面板拖拽节点到画布:
- 复合节点Selector、Sequence、Parallel
- 装饰器Inverter、Repeater、UntilFail等
- 动作节点ExecuteAction、Wait等
- 条件节点Condition
### 连接节点
拖拽父节点底部的连接点到子节点顶部建立连接
### 删除节点
选中节点后按 `Delete``Backspace`
### 编辑属性
点击节点后在右侧属性面板中编辑节点参数
## 黑板变量
在黑板面板中管理共享数据:
1. 点击"添加变量"按钮
2. 输入变量名、选择类型并设置默认值
3. 在节点中通过变量名引用黑板变量
支持的变量类型:
- String字符串
- Number数字
- Boolean布尔值
- Vector2二维向量
- Vector3三维向量
- Object对象引用
- Array数组
## 导出运行时资产
### 导出步骤
1. 点击工具栏的"导出"按钮
2. 选择导出模式:
- 当前文件:仅导出当前打开的行为树
- 工作区导出:导出项目中所有行为树
3. 选择资产输出路径
4. 选择TypeScript类型定义输出路径
5. 为每个文件选择导出格式:
- 二进制:.btree.bin默认文件更小加载更快
- JSON.btree.json可读性好便于调试
6. 点击"导出"按钮
### 加载运行时资产
编辑器导出的文件是编辑器格式包含UI布局信息。当前版本中从编辑器导出的资产可以使用Builder API在代码中重新构建或者等待资产加载系统的完善。
推荐使用Builder API创建行为树
```typescript
import { BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
import { Core, Scene } from '@esengine/ecs-framework';
// 使用Builder创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('MainBehavior')
.sequence('AttackBranch')
.blackboardCompare('health', 50, 'greater')
.log('攻击玩家', 'Attack')
.end()
.log('逃离战斗', 'Flee')
.end()
.build();
// 启动行为树
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
```
## 支持的操作
- `Delete` / `Backspace`:删除选中的节点或连线
- `Ctrl` + 点击:多选节点
- 框选:拖拽空白区域进行框选
- 拖拽画布:按住鼠标中键或空格键拖拽
## 下一步
- 查看[编辑器工作流](./editor-workflow.md)了解完整的开发流程
- 查看[自定义节点执行器](./custom-actions.md)学习如何扩展节点

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# 编辑器工作流
本教程介绍如何使用行为树编辑器创建AI并在游戏中加载使用。
## 完整流程
```
1. 启动编辑器
2. 创建行为树并定义黑板变量
3. 添加和配置节点
4. 导出JSON文件
5. 在游戏中加载并使用
```
## 使用编辑器创建
### 启动编辑器
```bash
cd packages/editor-app
npm run tauri:dev
```
### 基本操作
1. **创建行为树**`文件``新建项目` → 创建行为树文件
2. **定义黑板变量**:在黑板面板中添加共享变量
3. **添加节点**:从节点面板拖拽到画布
4. **连接节点**:拖拽连接点建立父子关系
5. **配置属性**:选中节点后在属性面板编辑
6. **导出**`文件``导出``JSON格式`
### 示例敌人AI的黑板变量
在编辑器黑板面板中定义:
```
health: Number = 100
target: Object = null
moveSpeed: Number = 5.0
attackRange: Number = 2.0
```
### 示例:行为树结构
```
Root: Selector
├── Combat Sequence
│ ├── CheckHasTarget (Condition)
│ ├── CheckInAttackRange (Condition)
│ └── ExecuteAttack (Action)
├── Patrol Sequence
│ ├── MoveToNextPatrolPoint (Action)
│ └── Wait 2s
└── Idle (Action)
```
## 在游戏中使用
### 使用Builder API创建
推荐使用Builder API在代码中创建行为树
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 使用Builder创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.defineBlackboardVariable('moveSpeed', 5.0)
.selector('MainBehavior')
.sequence('AttackBranch')
.blackboardExists('target')
.blackboardCompare('health', 30, 'greater')
.log('攻击目标', 'Attack')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
// 创建实体并启动行为树
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
// 访问和修改黑板
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('target', someTarget);
// 游戏循环
setInterval(() => {
Core.update(0.016); // 60 FPS
}, 16);
```
## 实现自定义执行器
要扩展行为树的功能,需要创建自定义执行器(详见[自定义节点执行器](./custom-actions.md)
```typescript
import {
INodeExecutor,
NodeExecutionContext,
BindingHelper,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: '攻击目标',
description: '对目标造成伤害',
category: '战斗',
configSchema: {
damage: {
type: 'number',
default: 10,
supportBinding: true
}
}
})
export class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
const target = context.runtime.getBlackboardValue('target');
if (!target) {
return TaskStatus.Failure;
}
// 执行攻击逻辑
performAttack(context.entity, target, damage);
return TaskStatus.Success;
}
reset(context: NodeExecutionContext): void {
// 清理状态
}
}
```
## 调试技巧
### 1. 使用日志节点
在行为树中添加Log节点输出调试信息
```typescript
const tree = BehaviorTreeBuilder.create('DebugAI')
.log('开始战斗序列', 'StartCombat')
.sequence('Combat')
.blackboardCompare('health', 0, 'greater')
.log('执行攻击', 'Attack')
.end()
.build();
```
### 2. 监控黑板状态
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
console.log('黑板变量:', runtime?.getAllBlackboardVariables());
console.log('活动节点:', Array.from(runtime?.activeNodeIds || []));
```
### 3. 在自定义执行器中调试
```typescript
export class DebugAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime, state } = context;
console.group(`[${nodeData.name}]`);
console.log('配置:', nodeData.config);
console.log('状态:', state);
console.log('黑板:', runtime.getAllBlackboardVariables());
console.groupEnd();
return TaskStatus.Success;
}
}
```
## 完整示例
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 使用Builder API构建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasTarget', false)
.selector('Root')
.sequence('Combat')
.blackboardCompare('hasTarget', true, 'equals')
.log('攻击玩家', 'Attack')
.end()
.log('空闲', 'Idle')
.end()
.build();
// 创建实体并启动
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
// 模拟发现目标
setTimeout(() => {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasTarget', true);
}, 2000);
// 游戏循环
setInterval(() => {
Core.update(0.016);
}, 16);
```
## 下一步
- 查看[自定义节点执行器](./custom-actions.md)学习如何创建自定义节点
- 查看[高级用法](./advanced-usage.md)了解性能优化等高级特性
- 查看[最佳实践](./best-practices.md)优化你的AI设计

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# 快速开始
本教程将引导你在5分钟内创建第一个行为树。
## 安装
```bash
npm install @esengine/behavior-tree
```
## 第一个行为树
让我们创建一个简单的AI行为树,实现"巡逻-发现敌人-攻击"的逻辑。
### 步骤1: 导入依赖
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreePlugin
} from '@esengine/behavior-tree';
```
### 步骤2: 初始化Core并安装插件
```typescript
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
```
### 步骤3: 创建场景并设置行为树系统
```typescript
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
```
### 步骤4: 构建行为树数据
```typescript
const guardAITree = BehaviorTreeBuilder.create('GuardAI')
// 定义黑板变量
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasEnemy', false)
.defineBlackboardVariable('patrolPoint', 0)
// 根选择器
.selector('RootSelector')
// 分支1: 如果发现敌人且生命值高,则攻击
.selector('CombatBranch')
.blackboardExists('hasEnemy', 'CheckEnemy')
.blackboardCompare('health', 30, 'greater', 'CheckHealth')
.log('守卫正在攻击敌人', 'Attack')
.end()
// 分支2: 如果生命值低,则逃跑
.selector('FleeBranch')
.blackboardCompare('health', 30, 'lessOrEqual', 'CheckLowHealth')
.log('守卫生命值过低,正在逃跑', 'Flee')
.end()
// 分支3: 默认巡逻
.selector('PatrolBranch')
.modifyBlackboardValue('patrolPoint', 'add', 1, 'IncrementPatrol')
.log('守卫正在巡逻', 'Patrol')
.wait(2.0, 'WaitAtPoint')
.end()
.end()
.build();
```
### 步骤5: 创建实体并启动行为树
```typescript
// 创建守卫实体
const guardEntity = scene.createEntity('Guard');
// 启动行为树
BehaviorTreeStarter.start(guardEntity, guardAITree);
```
### 步骤6: 运行游戏循环
```typescript
// 模拟游戏循环
setInterval(() => {
Core.update(0.1); // 传入deltaTime(秒)
}, 100); // 每100ms更新一次
```
### 步骤7: 模拟游戏事件
```typescript
// 5秒后模拟发现敌人
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasEnemy', true);
console.log('发现敌人!');
}, 5000);
// 10秒后模拟受伤
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('health', 20);
console.log('守卫受伤!');
}, 10000);
```
## 完整代码
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreePlugin,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
async function main() {
// 1. 创建核心并安装插件
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 2. 创建场景
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 3. 构建行为树数据
const guardAITree = BehaviorTreeBuilder.create('GuardAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasEnemy', false)
.defineBlackboardVariable('patrolPoint', 0)
.selector('RootSelector')
.selector('CombatBranch')
.blackboardExists('hasEnemy')
.blackboardCompare('health', 30, 'greater')
.log('守卫正在攻击敌人')
.end()
.selector('FleeBranch')
.blackboardCompare('health', 30, 'lessOrEqual')
.log('守卫生命值过低,正在逃跑')
.end()
.selector('PatrolBranch')
.modifyBlackboardValue('patrolPoint', 'add', 1)
.log('守卫正在巡逻')
.wait(2.0)
.end()
.end()
.build();
// 4. 创建守卫实体并启动行为树
const guardEntity = scene.createEntity('Guard');
BehaviorTreeStarter.start(guardEntity, guardAITree);
// 5. 运行游戏循环
setInterval(() => {
Core.update(0.1);
}, 100);
// 6. 模拟游戏事件
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasEnemy', true);
console.log('发现敌人!');
}, 5000);
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('health', 20);
console.log('守卫受伤!');
}, 10000);
}
main();
```
## 运行结果
运行程序后,你会看到类似的输出:
```
守卫正在巡逻
守卫正在巡逻
守卫正在巡逻
发现敌人!
守卫正在攻击敌人
守卫正在攻击敌人
守卫受伤!
守卫生命值过低,正在逃跑
```
## 理解代码
### 黑板变量
```typescript
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasEnemy', false)
.defineBlackboardVariable('patrolPoint', 0)
```
黑板用于在节点之间共享数据。这里定义了三个变量:
- `health`: 守卫的生命值
- `hasEnemy`: 是否发现敌人
- `patrolPoint`: 当前巡逻点编号
### 选择器节点
```typescript
.selector('RootSelector')
// 分支1
// 分支2
// 分支3
.end()
```
选择器按顺序尝试执行子节点,直到某个子节点返回成功。类似于编程中的 `if-else if-else`
### 条件节点
```typescript
.blackboardExists('hasEnemy') // 检查变量是否存在
.blackboardCompare('health', 30, 'greater') // 比较变量值
```
条件节点用于检查黑板变量的值。
### 动作节点
```typescript
.log('守卫正在攻击敌人') // 输出日志
.wait(2.0) // 等待2秒
.modifyBlackboardValue('patrolPoint', 'add', 1) // 修改黑板值
```
动作节点执行具体的操作。
### Runtime组件
```typescript
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasEnemy', true);
runtime?.getBlackboardValue('health');
```
通过`BehaviorTreeRuntimeComponent`访问和修改黑板变量。
## 常见任务状态
行为树的每个节点返回以下状态之一:
- **Success**: 任务成功完成
- **Failure**: 任务执行失败
- **Running**: 任务正在执行,需要在后续帧继续
- **Invalid**: 无效状态(未初始化或已重置)
## 内置节点
### 复合节点
- `sequence()` - 序列节点,按顺序执行所有子节点
- `selector()` - 选择器节点,按顺序尝试子节点直到成功
- `parallel()` - 并行节点,同时执行多个子节点
- `parallelSelector()` - 并行选择器
- `randomSequence()` - 随机序列
- `randomSelector()` - 随机选择器
### 装饰器节点
- `inverter()` - 反转子节点结果
- `repeater(count)` - 重复执行子节点
- `alwaysSucceed()` - 总是返回成功
- `alwaysFail()` - 总是返回失败
- `untilSuccess()` - 重复直到成功
- `untilFail()` - 重复直到失败
- `conditional(key, value, operator)` - 条件装饰器
- `cooldown(time)` - 冷却装饰器
- `timeout(time)` - 超时装饰器
### 动作节点
- `wait(duration)` - 等待指定时间
- `log(message)` - 输出日志
- `setBlackboardValue(key, value)` - 设置黑板值
- `modifyBlackboardValue(key, operation, value)` - 修改黑板值
- `executeAction(actionName)` - 执行自定义动作
### 条件节点
- `blackboardExists(key)` - 检查变量是否存在
- `blackboardCompare(key, value, operator)` - 比较黑板值
- `randomProbability(probability)` - 随机概率
- `executeCondition(conditionName)` - 执行自定义条件
## 控制行为树
### 启动
```typescript
BehaviorTreeStarter.start(entity, treeData);
```
### 停止
```typescript
BehaviorTreeStarter.stop(entity);
```
### 暂停和恢复
```typescript
BehaviorTreeStarter.pause(entity);
// ... 一段时间后
BehaviorTreeStarter.resume(entity);
```
### 重启
```typescript
BehaviorTreeStarter.restart(entity);
```
## 下一步
现在你已经创建了第一个行为树,接下来可以:
1. 学习[核心概念](./core-concepts.md)深入理解行为树原理
2. 学习[资产管理](./asset-management.md)了解如何加载和复用行为树、使用子树
3. 查看[自定义节点执行器](./custom-actions.md)学习如何创建自定义节点
4. 根据你的场景查看集成教程:[Cocos Creator](./cocos-integration.md) 或 [Node.js](./nodejs-usage.md)
5. 查看[高级用法](./advanced-usage.md)了解更多功能
## 常见问题
### 为什么行为树不执行?
确保:
1. 已经安装了 `BehaviorTreePlugin`
2. 调用了 `plugin.setupScene(scene)`
3. 调用了 `BehaviorTreeStarter.start(entity, treeData)`
4. 在游戏循环中调用了 `Core.update(deltaTime)`
### 如何访问黑板变量?
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
// 读取
const health = runtime?.getBlackboardValue('health');
// 写入
runtime?.setBlackboardValue('health', 50);
// 获取所有变量
const allVars = runtime?.getAllBlackboardVariables();
```
### 如何调试行为树?
使用日志节点:
```typescript
.log('到达这个节点', 'DebugLog')
```
或者在代码中监控黑板:
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
console.log('黑板变量:', runtime?.getAllBlackboardVariables());
console.log('活动节点:', Array.from(runtime?.activeNodeIds || []));
```
### 如何使用自定义逻辑?
内置的`executeAction``executeCondition`节点只是占位符。要实现真正的自定义逻辑,你需要创建自定义执行器:
参见[自定义节点执行器](./custom-actions.md)学习如何创建。

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# 行为树系统
行为树(Behavior Tree)是一种用于游戏AI和自动化控制的强大工具。本框架提供了基于Runtime执行器架构的行为树系统,具有高性能、类型安全、易于扩展的特点。
## 什么是行为树?
行为树是一种层次化的任务执行结构,由多个节点组成,每个节点负责特定的任务。行为树特别适合于:
- 游戏AI(敌人、NPC行为)
- 状态机的替代方案
- 复杂的决策逻辑
- 可视化的行为设计
## 核心特性
### Runtime执行器架构
- 数据与逻辑分离
- 无状态执行器设计
- 高性能执行
- 类型安全
### 可视化编辑器
- 图形化节点编辑
- 实时预览和调试
- 拖拽式节点创建
- 属性连接和绑定
### 灵活的黑板系统
- 本地黑板(单个行为树)
- 全局黑板(所有行为树共享)
- 类型安全的变量访问
- 支持属性绑定
### 插件系统
- 自动注册机制
- 装饰器声明元数据
- 支持多语言
- 易于扩展
## 文档导航
### 入门教程
- **[快速开始](./getting-started.md)** - 5分钟上手行为树
- **[核心概念](./core-concepts.md)** - 理解行为树的基本原理
### 编辑器使用
- **[编辑器使用指南](./editor-guide.md)** - 可视化创建行为树
- **[编辑器工作流](./editor-workflow.md)** - 完整的开发流程
### 资源管理
- **[资产管理](./asset-management.md)** - 加载、管理和复用行为树资产、使用子树
### 引擎集成
- **[Cocos Creator 集成](./cocos-integration.md)** - 在 Cocos Creator 中使用行为树
- **[Laya 引擎集成](./laya-integration.md)** - 在 Laya 中使用行为树
- **[Node.js 服务端使用](./nodejs-usage.md)** - 在服务器、聊天机器人等场景中使用行为树
### 高级主题
- **[高级用法](./advanced-usage.md)** - 性能优化、调试技巧
- **[自定义节点执行器](./custom-actions.md)** - 创建自定义行为节点
- **[最佳实践](./best-practices.md)** - 行为树设计模式和技巧
## 快速示例
### 使用Builder创建
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreePlugin
} from '@esengine/behavior-tree';
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 创建行为树
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('MainBehavior')
// 如果生命值高,则攻击
.sequence('AttackBranch')
.blackboardCompare('health', 50, 'greater')
.log('攻击玩家', 'Attack')
.end()
// 否则逃跑
.log('逃离战斗', 'Flee')
.end()
.build();
// 启动AI
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, enemyAI);
```
### 使用编辑器创建
1. 打开行为树编辑器
2. 创建新的行为树资产
3. 拖拽节点到画布
4. 配置节点属性和连接
5. 保存并在代码中使用
## 架构说明
### Runtime执行器架构
本框架采用Runtime执行器架构,将节点定义和执行逻辑分离:
**核心组件:**
- `BehaviorTreeData`: 纯数据结构,描述行为树
- `BehaviorTreeRuntimeComponent`: 运行时组件,管理状态和黑板
- `BehaviorTreeExecutionSystem`: 执行系统,驱动行为树运行
- `INodeExecutor`: 节点执行器接口
- `NodeExecutionContext`: 执行上下文
**优势:**
- 数据与逻辑分离,易于序列化
- 执行器无状态,可复用
- 类型安全,编译时检查
- 高性能执行
### 自定义执行器
创建自定义节点非常简单:
```typescript
import {
INodeExecutor,
NodeExecutionContext,
BindingHelper,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: '攻击',
description: '攻击目标',
category: '战斗',
configSchema: {
damage: {
type: 'number',
default: 10,
supportBinding: true
}
}
})
export class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
const target = context.runtime.getBlackboardValue('target');
if (!target) {
return TaskStatus.Failure;
}
console.log(`造成 ${damage} 点伤害`);
return TaskStatus.Success;
}
}
```
详细说明请参见[自定义节点执行器](./custom-actions.md)。
## 下一步
建议按照以下顺序学习:
1. 阅读[快速开始](./getting-started.md)了解基础用法
2. 学习[核心概念](./core-concepts.md)理解行为树原理
3. 学习[资产管理](./asset-management.md)了解如何加载和复用行为树、使用子树
4. 根据你的场景查看集成教程:
- 客户端游戏:[Cocos Creator](./cocos-integration.md) 或 [Laya](./laya-integration.md)
- 服务端应用:[Node.js 服务端使用](./nodejs-usage.md)
5. 尝试[编辑器使用指南](./editor-guide.md)可视化创建行为树
6. 探索[高级用法](./advanced-usage.md)和[自定义节点执行器](./custom-actions.md)提升技能
## 获取帮助
- 提交 [Issue](https://github.com/esengine/ecs-framework/issues)
- 加入社区讨论
- 参考文档中的完整代码示例

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# Laya 引擎集成
本教程将引导你在 Laya 引擎项目中集成和使用行为树系统。
## 前置要求
- LayaAir 3.x 或更高版本
- 基本的 TypeScript 知识
- 已完成[快速开始](./getting-started.md)教程
## 安装
在你的 Laya 项目根目录下:
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
```
## 项目结构
建议的项目结构:
```
src/
├── ai/
│ ├── EnemyAI.ts
│ └── BossAI.ts
├── systems/
│ └── AISystem.ts
└── Main.ts
resources/
└── behaviors/
├── enemy.btree.json
└── boss.btree.json
```
## 初始化
### 在Main.ts中初始化
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
export class Main {
constructor() {
Laya.init(1280, 720).then(() => {
this.initECS();
this.startGame();
});
}
private async initECS() {
// 初始化 ECS
Core.create();
// 安装行为树插件
const btPlugin = new BehaviorTreePlugin();
await Core.installPlugin(btPlugin);
// 创建并设置场景
const scene = new Scene();
btPlugin.setupScene(scene);
Core.setScene(scene);
// 启动更新循环
Laya.timer.frameLoop(1, this, this.update);
}
private update() {
// Core.update会自动更新场景
Core.update(Laya.timer.delta / 1000);
}
private startGame() {
// 加载场景
}
}
new Main();
```
## 创建AI组件
```typescript
import { Core, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
export class EnemyAI extends Laya.Script {
private aiEntity: Entity;
onEnable() {
this.createBehaviorTree();
}
private createBehaviorTree() {
// 获取Core管理的场景
const scene = Core.scene;
if (!scene) {
console.error('场景未初始化');
return;
}
const sprite = this.owner as Laya.Sprite;
// 使用Builder API创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('layaSprite', sprite)
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('position', { x: sprite.x, y: sprite.y })
.selector('MainBehavior')
.sequence('Combat')
.blackboardCompare('health', 30, 'greater')
.log('攻击', 'Attack')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
// 创建AI实体并启动
this.aiEntity = scene.createEntity(`AI_${sprite.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
}
onDisable() {
// 停止AI
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
}
}
```
## 与Laya节点交互
要实现与Laya节点的交互需要创建自定义执行器。下面展示一个完整示例。
## 完整示例
创建一个使用自定义执行器的敌人AI系统
```typescript
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
INodeExecutor,
NodeExecutionContext,
NodeExecutorMetadata,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
import { Core, Entity } from '@esengine/ecs-framework';
// 自定义移动执行器
@NodeExecutorMetadata({
implementationType: 'MoveToTarget',
nodeType: NodeType.Action,
displayName: '移动到目标',
category: 'Laya',
configSchema: {
speed: {
type: 'number',
default: 50,
supportBinding: true
}
}
})
export class MoveToTargetAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const sprite = context.runtime.getBlackboardValue('layaSprite');
const targetPos = context.runtime.getBlackboardValue('targetPosition');
const speed = context.nodeData.config.speed;
if (!sprite || !targetPos) {
return TaskStatus.Failure;
}
const dx = targetPos.x - sprite.x;
const dy = targetPos.y - sprite.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) {
return TaskStatus.Success;
}
sprite.x += (dx / distance) * speed * context.deltaTime;
sprite.y += (dy / distance) * speed * context.deltaTime;
return TaskStatus.Running;
}
}
export class SimpleEnemyAI extends Laya.Script {
public player: Laya.Sprite;
private aiEntity: Entity;
onEnable() {
this.buildAI();
}
private buildAI() {
const scene = Core.scene;
if (!scene) {
console.error('场景未初始化');
return;
}
const sprite = this.owner as Laya.Sprite;
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('layaSprite', sprite)
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('player', this.player)
.defineBlackboardVariable('targetPosition', { x: 0, y: 0 })
.selector('MainBehavior')
.sequence('Attack')
.blackboardExists('player')
.log('攻击玩家', 'DoAttack')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
this.aiEntity = scene.createEntity(`AI_${sprite.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
// 可以在帧更新中修改黑板
Laya.timer.frameLoop(1, this, () => {
const runtime = this.aiEntity?.getComponent(BehaviorTreeRuntimeComponent);
if (runtime && this.player) {
runtime.setBlackboardValue('targetPosition', {
x: this.player.x,
y: this.player.y
});
}
});
}
onDisable() {
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
Laya.timer.clearAll(this);
}
}
```
## 性能优化
### 使用冷却装饰器
对于不需要每帧更新的AI使用冷却装饰器
```typescript
const tree = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(0.2, 'ThrottleRoot') // 每0.2秒执行一次
.selector('MainBehavior')
// AI逻辑...
.end()
.end()
.build();
```
### 限制同时运行的AI数量
```typescript
class AIManager {
private activeAIs: Entity[] = [];
private maxAIs: number = 20;
addAI(entity: Entity, tree: BehaviorTreeData) {
if (this.activeAIs.length >= this.maxAIs) {
const furthest = this.activeAIs.shift();
if (furthest) {
BehaviorTreeStarter.stop(furthest);
}
}
BehaviorTreeStarter.start(entity, tree);
this.activeAIs.push(entity);
}
}
```
## 常见问题
### 资源加载失败?
确保:
1. 资源路径正确
2. 资源已添加到项目中
3. 使用 `Laya.loader.load()` 加载
### AI不执行
检查:
1. `onUpdate()` 是否被调用
2. `Scene.update()` 是否执行
3. 行为树是否已启动
## 下一步
- 查看[高级用法](./advanced-usage.md)
- 学习[最佳实践](./best-practices.md)

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# Node.js 服务端使用
本文介绍如何在 Node.js 服务端环境(如游戏服务器、机器人、自动化工具)中使用行为树系统。
## 使用场景
行为树不仅适用于游戏客户端AI在服务端也有广泛应用
1. **游戏服务器** - NPC AI逻辑、副本关卡脚本
2. **聊天机器人** - 对话流程控制、智能回复
3. **自动化测试** - 测试用例执行流程
4. **工作流引擎** - 业务流程自动化
5. **爬虫系统** - 数据采集流程控制
## 基础设置
### 安装
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
```
### TypeScript 配置
```json
{
"compilerOptions": {
"target": "ES2020",
"module": "commonjs",
"moduleResolution": "node",
"experimentalDecorators": true,
"emitDecoratorMetadata": true,
"esModuleInterop": true,
"skipLibCheck": true
}
}
```
## 快速开始
### 简单的游戏服务器 NPC
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
async function startServer() {
// 1. 初始化 ECS Core
Core.create();
// 2. 安装行为树插件
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 3. 创建场景
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 4. 创建 NPC 行为树
const npcAI = BehaviorTreeBuilder.create('MerchantNPC')
.defineBlackboardVariable('mood', 'friendly')
.defineBlackboardVariable('goldAmount', 1000)
.selector('NPCBehavior')
// 如果玩家触发对话
.sequence('Dialogue')
.blackboardExists('playerRequest')
.log('NPC: 欢迎光临!')
.end()
// 默认行为:闲置
.sequence('Idle')
.log('NPC: 正在整理商品...')
.wait(5.0)
.end()
.end()
.build();
// 5. 创建 NPC 实体
const npc = scene.createEntity('Merchant');
BehaviorTreeStarter.start(npc, npcAI);
// 6. 启动游戏循环20 TPS
setInterval(() => {
Core.update(0.05); // 50ms = 1/20秒
}, 50);
// 7. 模拟玩家交互
setTimeout(() => {
const runtime = npc.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('playerRequest', 'buy_sword');
console.log('玩家发起交易请求');
}, 3000);
console.log('游戏服务器已启动');
}
startServer();
```
## 实战示例:聊天机器人
创建一个基于行为树的智能聊天机器人:
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent,
INodeExecutor,
NodeExecutionContext,
TaskStatus,
NodeType,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
// 1. 创建自定义节点:回复消息
@NodeExecutorMetadata({
implementationType: 'SendMessage',
nodeType: NodeType.Action,
displayName: '发送消息',
configSchema: {
message: { type: 'string', default: '' }
}
})
class SendMessageAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const message = context.nodeData.config['message'] as string;
const userMessage = context.runtime.getBlackboardValue<string>('userMessage');
console.log(`[机器人回复]: ${message}`);
console.log(` 回复给: ${userMessage}`);
return TaskStatus.Success;
}
}
// 2. 创建自定义节点:匹配关键词
@NodeExecutorMetadata({
implementationType: 'MatchKeyword',
nodeType: NodeType.Condition,
displayName: '匹配关键词',
configSchema: {
keyword: { type: 'string', default: '' }
}
})
class MatchKeywordCondition implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const keyword = context.nodeData.config['keyword'] as string;
const userMessage = context.runtime.getBlackboardValue<string>('userMessage') || '';
return userMessage.includes(keyword) ? TaskStatus.Success : TaskStatus.Failure;
}
}
// 3. 创建聊天机器人类
class ChatBot {
private botEntity: Entity;
private runtime: BehaviorTreeRuntimeComponent | null = null;
constructor(scene: Scene) {
// 创建机器人行为树
const botBehavior = BehaviorTreeBuilder.create('ChatBotAI')
.defineBlackboardVariable('userMessage', '')
.defineBlackboardVariable('userName', 'Guest')
.selector('ResponseSelector')
// 问候语
.sequence('Greeting')
.executeCondition('MatchKeyword', { keyword: '你好' })
.executeAction('SendMessage', { message: '你好!我是智能助手,有什么可以帮你的吗?' })
.end()
// 帮助请求
.sequence('Help')
.executeCondition('MatchKeyword', { keyword: '帮助' })
.executeAction('SendMessage', { message: '我可以帮你回答问题、查询信息。试试问我一些问题吧!' })
.end()
// 查询天气
.sequence('Weather')
.executeCondition('MatchKeyword', { keyword: '天气' })
.executeAction('SendMessage', { message: '今天天气不错,晴天,温度适宜。' })
.end()
// 查询时间
.sequence('Time')
.executeCondition('MatchKeyword', { keyword: '时间' })
.executeAction('SendMessage', { message: `现在时间是 ${new Date().toLocaleString()}` })
.end()
// 默认回复
.executeAction('SendMessage', { message: '抱歉,我还不太理解你的意思。可以换个方式问我吗?' })
.end()
.build();
// 创建实体并启动
this.botEntity = scene.createEntity('ChatBot');
BehaviorTreeStarter.start(this.botEntity, botBehavior);
this.runtime = this.botEntity.getComponent(BehaviorTreeRuntimeComponent);
}
// 处理用户消息
async handleMessage(userName: string, message: string) {
if (this.runtime) {
this.runtime.setBlackboardValue('userName', userName);
this.runtime.setBlackboardValue('userMessage', message);
}
// 等待一帧让行为树执行
await new Promise(resolve => setTimeout(resolve, 100));
}
}
// 4. 主程序
async function main() {
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 注册自定义节点
const system = scene.getSystem(BehaviorTreeExecutionSystem);
if (system) {
const registry = system.getExecutorRegistry();
registry.register('SendMessage', new SendMessageAction());
registry.register('MatchKeyword', new MatchKeywordCondition());
}
// 创建聊天机器人
const bot = new ChatBot(scene);
// 启动更新循环
setInterval(() => {
Core.update(0.1);
}, 100);
// 模拟用户对话
console.log('\n=== 聊天机器人测试 ===\n');
await bot.handleMessage('Alice', '你好');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Bob', '现在几点了?');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Charlie', '今天天气怎么样');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('David', '你能帮我做什么');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Eve', '你好吗?');
}
main();
```
## 实战示例:多人游戏服务器
### 房间管理系统
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeAssetManager
} from '@esengine/behavior-tree';
// 游戏房间
class GameRoom {
private scene: Scene;
private assetManager: BehaviorTreeAssetManager;
private monsters: Entity[] = [];
constructor(roomId: string) {
// 创建房间场景
this.scene = new Scene();
const plugin = new BehaviorTreePlugin();
plugin.setupScene(this.scene);
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 初始化房间
this.spawnMonsters();
console.log(`房间 ${roomId} 已创建,怪物数量: ${this.monsters.length}`);
}
private spawnMonsters() {
// 从资产管理器获取怪物AI所有房间共享
const monsterAI = this.assetManager.getAsset('MonsterAI');
if (!monsterAI) return;
// 生成10个怪物
for (let i = 0; i < 10; i++) {
const monster = this.scene.createEntity(`Monster_${i}`);
BehaviorTreeStarter.start(monster, monsterAI);
this.monsters.push(monster);
}
}
update(deltaTime: number) {
this.scene.update(deltaTime);
}
destroy() {
this.monsters.forEach(m => m.destroy());
this.monsters = [];
}
}
// 房间管理器
class RoomManager {
private rooms: Map<string, GameRoom> = new Map();
createRoom(roomId: string): GameRoom {
const room = new GameRoom(roomId);
this.rooms.set(roomId, room);
return room;
}
getRoom(roomId: string): GameRoom | undefined {
return this.rooms.get(roomId);
}
destroyRoom(roomId: string) {
const room = this.rooms.get(roomId);
if (room) {
room.destroy();
this.rooms.delete(roomId);
}
}
update(deltaTime: number) {
this.rooms.forEach(room => room.update(deltaTime));
}
}
// 主程序
async function startGameServer() {
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 预加载怪物AI所有房间共享
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
const monsterAI = BehaviorTreeBuilder.create('MonsterAI')
.defineBlackboardVariable('health', 100)
.selector('Behavior')
.log('攻击玩家')
.end()
.build();
assetManager.loadAsset(monsterAI);
// 创建房间管理器
const roomManager = new RoomManager();
// 模拟房间创建
roomManager.createRoom('room_1');
roomManager.createRoom('room_2');
// 服务器主循环60 TPS
setInterval(() => {
roomManager.update(1/60);
}, 1000 / 60);
console.log('游戏服务器已启动');
}
startGameServer();
```
## 性能优化
### 1. 控制更新频率
```typescript
// 不同类型的AI使用不同的更新频率
class AIManager {
private importantAIs: Entity[] = []; // Boss等重要AI60 TPS
private normalAIs: Entity[] = []; // 普通敌人20 TPS
private backgroundAIs: Entity[] = []; // 背景NPC5 TPS
update() {
// 重要AI每帧更新
this.updateAIs(this.importantAIs, 1/60);
// 普通AI每3帧更新一次
if (frameCount % 3 === 0) {
this.updateAIs(this.normalAIs, 3/60);
}
// 背景AI每12帧更新一次
if (frameCount % 12 === 0) {
this.updateAIs(this.backgroundAIs, 12/60);
}
}
}
```
### 2. 资源管理
```typescript
// 使用资产管理器避免重复创建
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 预加载所有AI
const enemyAI = BehaviorTreeBuilder.create('EnemyAI').build();
const bossAI = BehaviorTreeBuilder.create('BossAI').build();
assetManager.loadAsset(enemyAI);
assetManager.loadAsset(bossAI);
// 创建1000个敌人但只使用1份BehaviorTreeData
for (let i = 0; i < 1000; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
const ai = assetManager.getAsset('EnemyAI')!;
BehaviorTreeStarter.start(enemy, ai);
}
```
### 3. 使用对象池
```typescript
class EntityPool {
private pool: Entity[] = [];
private active: Entity[] = [];
spawn(scene: Scene, treeId: string): Entity {
let entity = this.pool.pop();
if (!entity) {
entity = scene.createEntity();
const tree = assetManager.getAsset(treeId)!;
BehaviorTreeStarter.start(entity, tree);
} else {
BehaviorTreeStarter.restart(entity);
}
this.active.push(entity);
return entity;
}
recycle(entity: Entity) {
BehaviorTreeStarter.pause(entity);
const index = this.active.indexOf(entity);
if (index >= 0) {
this.active.splice(index, 1);
this.pool.push(entity);
}
}
}
```
## 最佳实践
### 1. 使用环境变量控制调试
```typescript
const DEBUG = process.env.NODE_ENV === 'development';
const aiTree = BehaviorTreeBuilder.create('AI')
.selector('Main')
.when(DEBUG, builder =>
builder.log('调试信息开始AI逻辑')
)
// AI 逻辑...
.end()
.build();
```
### 2. 错误处理
```typescript
try {
const tree = BehaviorTreeBuilder.create('AI')
// ... 构建逻辑
.build();
assetManager.loadAsset(tree);
BehaviorTreeStarter.start(entity, tree);
} catch (error) {
console.error('启动AI失败:', error);
// 使用默认AI或进行降级处理
}
```
### 3. 监控和日志
```typescript
// 定期输出AI状态
setInterval(() => {
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
const count = assetManager.getAssetCount();
const entities = scene.getEntitiesFor(Matcher.empty().all(BehaviorTreeRuntimeComponent));
console.log(`[AI监控] 行为树资产: ${count}, 活跃实体: ${entities.length}`);
}, 10000);
```
## 常见问题
### 如何与 Express/Koa 等框架集成?
```typescript
import express from 'express';
import { Core, Scene } from '@esengine/ecs-framework';
const app = express();
const scene = new Scene();
// 在单独的循环中更新ECS
setInterval(() => {
Core.update(0.016);
}, 16);
app.post('/npc/:id/interact', (req, res) => {
const npcId = req.params.id;
const npc = scene.findEntity(npcId);
if (npc) {
const runtime = npc.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('playerRequest', req.body);
res.json({ success: true });
} else {
res.status(404).json({ error: 'NPC not found' });
}
});
app.listen(3000);
```
### 如何持久化行为树状态?
```typescript
// 保存状态
function saveAIState(entity: Entity) {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
return {
treeId: runtime.treeId,
blackboard: runtime.getAllBlackboardVariables(),
activeNodes: Array.from(runtime.activeNodeIds)
};
}
}
// 恢复状态
function loadAIState(entity: Entity, savedState: any) {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
// 恢复黑板变量
Object.entries(savedState.blackboard).forEach(([key, value]) => {
runtime.setBlackboardValue(key, value);
});
}
}
```
## 下一步
- 查看[资产管理](./asset-management.md)了解资源加载和子树
- 学习[自定义节点执行器](./custom-actions.md)创建自定义行为
- 阅读[最佳实践](./best-practices.md)优化你的服务端AI

View File

@@ -55,25 +55,92 @@ class Health extends Component {
}
```
### 组件装饰器
### @ECSComponent 装饰器
**必须使用 `@ECSComponent` 装饰器**,这确保了:
- 组件在代码混淆后仍能正确识别
- 提供稳定的类型名称用于序列化和调试
- 框架能正确管理组件注册
`@ECSComponent` 是组件类必须使用的装饰器,它为组件提供了类型标识和元数据管理。
#### 为什么必须使用
| 功能 | 说明 |
|------|------|
| **类型识别** | 提供稳定的类型名称,代码混淆后仍能正确识别 |
| **序列化支持** | 序列化/反序列化时使用该名称作为类型标识 |
| **组件注册** | 自动注册到 ComponentRegistry分配唯一的位掩码 |
| **调试支持** | 在调试工具和日志中显示可读的组件名称 |
#### 基本语法
```typescript
// 正确的用法
@ECSComponent(typeName: string)
```
- `typeName`: 组件的类型名称,建议使用与类名相同或相近的名称
#### 使用示例
```typescript
// ✅ 正确的用法
@ECSComponent('Velocity')
class Velocity extends Component {
dx: number = 0;
dy: number = 0;
}
// 错误的用法 - 没有装饰器
class BadComponent extends Component {
// 这样定义的组件可能在生产环境出现问题
// ✅ 推荐:类型名与类名保持一致
@ECSComponent('PlayerController')
class PlayerController extends Component {
speed: number = 5;
}
// ❌ 错误的用法 - 没有装饰器
class BadComponent extends Component {
// 这样定义的组件可能在生产环境出现问题:
// 1. 代码压缩后类名变化,无法正确序列化
// 2. 组件未注册到框架,查询和匹配可能失效
}
```
#### 与 @Serializable 配合使用
当组件需要支持序列化时,`@ECSComponent``@Serializable` 需要一起使用:
```typescript
import { Component, ECSComponent, Serializable, Serialize } from '@esengine/ecs-framework';
@ECSComponent('Player')
@Serializable({ version: 1 })
class PlayerComponent extends Component {
@Serialize()
name: string = '';
@Serialize()
level: number = 1;
// 不使用 @Serialize() 的字段不会被序列化
private _cachedData: any = null;
}
```
> **注意**`@ECSComponent` 的 `typeName` 和 `@Serializable` 的 `typeId` 可以不同。如果 `@Serializable` 没有指定 `typeId`,则默认使用 `@ECSComponent` 的 `typeName`。
#### 组件类型名的唯一性
每个组件的类型名应该是唯一的:
```typescript
// ❌ 错误:两个组件使用相同的类型名
@ECSComponent('Health')
class HealthComponent extends Component { }
@ECSComponent('Health') // 冲突!
class EnemyHealthComponent extends Component { }
// ✅ 正确:使用不同的类型名
@ECSComponent('PlayerHealth')
class PlayerHealthComponent extends Component { }
@ECSComponent('EnemyHealth')
class EnemyHealthComponent extends Component { }
```
## 组件生命周期

View File

View File

@@ -121,6 +121,65 @@ class CombatSystem extends EntitySystem {
}
```
#### nothing() - 不匹配任何实体
用于创建只需要生命周期方法(`onBegin``onEnd`)但不需要处理实体的系统。
```typescript
class FrameTimerSystem extends EntitySystem {
constructor() {
// 不匹配任何实体
super(Matcher.nothing());
}
protected onBegin(): void {
// 每帧开始时执行
Performance.markFrameStart();
}
protected process(entities: readonly Entity[]): void {
// 永远不会被调用,因为没有匹配的实体
}
protected onEnd(): void {
// 每帧结束时执行
Performance.markFrameEnd();
}
}
```
#### empty() vs nothing() 的区别
| 方法 | 行为 | 使用场景 |
|------|------|----------|
| `Matcher.empty()` | 匹配**所有**实体 | 需要处理场景中所有实体 |
| `Matcher.nothing()` | 不匹配**任何**实体 | 只需要生命周期回调,不处理实体 |
```typescript
// empty() - 返回场景中的所有实体
class AllEntitiesSystem extends EntitySystem {
constructor() {
super(Matcher.empty());
}
protected process(entities: readonly Entity[]): void {
// entities 包含场景中的所有实体
console.log(`场景中共有 ${entities.length} 个实体`);
}
}
// nothing() - 不返回任何实体
class NoEntitiesSystem extends EntitySystem {
constructor() {
super(Matcher.nothing());
}
protected process(entities: readonly Entity[]): void {
// entities 永远是空数组,此方法不会被调用
}
}
```
### 按标签查询
```typescript
@@ -493,6 +552,65 @@ const matcher2 = matcher.any(VelocityComponent);
console.log(matcher === matcher2); // false
```
## Matcher API 快速参考
### 静态创建方法
| 方法 | 说明 | 示例 |
|------|------|------|
| `Matcher.all(...types)` | 必须包含所有指定组件 | `Matcher.all(Position, Velocity)` |
| `Matcher.any(...types)` | 至少包含一个指定组件 | `Matcher.any(Health, Shield)` |
| `Matcher.none(...types)` | 不能包含任何指定组件 | `Matcher.none(Dead)` |
| `Matcher.byTag(tag)` | 按标签查询 | `Matcher.byTag(1)` |
| `Matcher.byName(name)` | 按名称查询 | `Matcher.byName("Player")` |
| `Matcher.byComponent(type)` | 按单个组件查询 | `Matcher.byComponent(Health)` |
| `Matcher.empty()` | 创建空匹配器(匹配所有实体) | `Matcher.empty()` |
| `Matcher.nothing()` | 不匹配任何实体 | `Matcher.nothing()` |
| `Matcher.complex()` | 创建复杂查询构建器 | `Matcher.complex()` |
### 链式方法
| 方法 | 说明 | 示例 |
|------|------|------|
| `.all(...types)` | 添加必须包含的组件 | `.all(Position)` |
| `.any(...types)` | 添加可选组件(至少一个) | `.any(Weapon, Magic)` |
| `.none(...types)` | 添加排除的组件 | `.none(Dead)` |
| `.exclude(...types)` | `.none()` 的别名 | `.exclude(Disabled)` |
| `.one(...types)` | `.any()` 的别名 | `.one(Player, Enemy)` |
| `.withTag(tag)` | 添加标签条件 | `.withTag(1)` |
| `.withName(name)` | 添加名称条件 | `.withName("Boss")` |
| `.withComponent(type)` | 添加单组件条件 | `.withComponent(Health)` |
### 实用方法
| 方法 | 说明 |
|------|------|
| `.getCondition()` | 获取查询条件(只读) |
| `.isEmpty()` | 检查是否为空条件 |
| `.isNothing()` | 检查是否为 nothing 匹配器 |
| `.clone()` | 克隆匹配器 |
| `.reset()` | 重置所有条件 |
| `.toString()` | 获取字符串表示 |
### 常用组合示例
```typescript
// 基础移动系统
Matcher.all(Position, Velocity)
// 可攻击的活着的实体
Matcher.all(Position, Health)
.any(Weapon, Magic)
.none(Dead, Disabled)
// 所有带标签的敌人
Matcher.byTag(Tags.ENEMY)
.all(AIComponent)
// 只需要生命周期的系统
Matcher.nothing()
```
## 相关 API
- [Matcher](../api/classes/Matcher.md) - 查询条件描述符 API 参考

View File

@@ -9,6 +9,12 @@
- 提供唯一标识ID
- 管理组件的生命周期
::: tip 关于父子层级关系
实体间的父子层级关系通过 `HierarchyComponent``HierarchySystem` 管理,而非 Entity 内置属性。这种设计遵循 ECS 组合原则 —— 只有需要层级关系的实体才添加此组件。
详见 [层级系统](./hierarchy.md) 文档。
:::
## 创建实体
**重要提示:实体必须通过场景创建,不支持手动创建!**
@@ -285,4 +291,10 @@ entity.components.forEach(component => {
});
```
实体是 ECS 架构的核心概念之一,理解如何正确使用实体将帮助你构建高效、可维护的游戏代码。
实体是 ECS 架构的核心概念之一,理解如何正确使用实体将帮助你构建高效、可维护的游戏代码。
## 下一步
- 了解 [层级系统](./hierarchy.md) 建立实体间的父子关系
- 了解 [组件系统](./component.md) 为实体添加功能
- 了解 [场景管理](./scene.md) 组织和管理实体

View File

@@ -23,7 +23,6 @@ import { Core } from '@esengine/ecs-framework'
// 方式1使用配置对象推荐
const core = Core.create({
debug: true, // 启用调试模式,提供详细的日志和性能监控
enableEntitySystems: true, // 启用实体系统这是ECS的核心功能
debugConfig: { // 可选:高级调试配置
enabled: false, // 是否启用WebSocket调试服务器
websocketUrl: 'ws://localhost:8080',
@@ -39,12 +38,11 @@ const core = Core.create({
});
// 方式2简化创建向后兼容
const core = Core.create(true); // 等同于 { debug: true, enableEntitySystems: true }
const core = Core.create(true); // 等同于 { debug: true }
// 方式3生产环境配置
const core = Core.create({
debug: false, // 生产环境关闭调试
enableEntitySystems: true
debug: false // 生产环境关闭调试
});
```
@@ -55,9 +53,6 @@ interface ICoreConfig {
/** 是否启用调试模式 - 影响日志级别和性能监控 */
debug?: boolean;
/** 是否启用实体系统 - 核心ECS功能开关 */
enableEntitySystems?: boolean;
/** 高级调试配置 - 用于开发工具集成 */
debugConfig?: {
enabled: boolean; // 是否启用调试服务器

437
docs/guide/hierarchy.md Normal file
View File

@@ -0,0 +1,437 @@
# 层级系统
在游戏开发中实体间的父子层级关系是常见需求。ECS Framework 采用组件化方式管理层级关系,通过 `HierarchyComponent``HierarchySystem` 实现,完全遵循 ECS 组合原则。
## 设计理念
### 为什么不在 Entity 中内置层级?
传统的游戏对象模型(如 Unity 的 GameObject将层级关系内置于实体中。ECS Framework 选择组件化方案的原因:
1. **ECS 组合原则**:层级是一种"功能",应该通过组件添加,而非所有实体都具备
2. **按需使用**:只有需要层级关系的实体才添加 `HierarchyComponent`
3. **数据与逻辑分离**`HierarchyComponent` 存储数据,`HierarchySystem` 处理逻辑
4. **序列化友好**:层级关系作为组件数据可以轻松序列化和反序列化
## 基本概念
### HierarchyComponent
存储层级关系数据的组件:
```typescript
import { HierarchyComponent } from '@esengine/ecs-framework';
// HierarchyComponent 的核心属性
interface HierarchyComponent {
parentId: number | null; // 父实体 IDnull 表示根实体
childIds: number[]; // 子实体 ID 列表
depth: number; // 在层级中的深度(由系统维护)
bActiveInHierarchy: boolean; // 在层级中是否激活(由系统维护)
}
```
### HierarchySystem
处理层级逻辑的系统,提供所有层级操作的 API
```typescript
import { HierarchySystem } from '@esengine/ecs-framework';
// 获取系统
const hierarchySystem = scene.getEntityProcessor(HierarchySystem);
```
## 快速开始
### 添加系统到场景
```typescript
import { Scene, HierarchySystem } from '@esengine/ecs-framework';
class GameScene extends Scene {
protected initialize(): void {
// 添加层级系统
this.addSystem(new HierarchySystem());
// 添加其他系统...
}
}
```
### 建立父子关系
```typescript
// 创建实体
const parent = scene.createEntity("Parent");
const child1 = scene.createEntity("Child1");
const child2 = scene.createEntity("Child2");
// 获取层级系统
const hierarchySystem = scene.getEntityProcessor(HierarchySystem);
// 设置父子关系(自动添加 HierarchyComponent
hierarchySystem.setParent(child1, parent);
hierarchySystem.setParent(child2, parent);
// 现在 parent 有两个子实体
```
### 查询层级
```typescript
// 获取父实体
const parentEntity = hierarchySystem.getParent(child1);
// 获取所有子实体
const children = hierarchySystem.getChildren(parent);
// 获取子实体数量
const count = hierarchySystem.getChildCount(parent);
// 检查是否有子实体
const hasKids = hierarchySystem.hasChildren(parent);
// 获取在层级中的深度
const depth = hierarchySystem.getDepth(child1); // 返回 1
```
## API 参考
### 父子关系操作
#### setParent
设置实体的父级:
```typescript
// 设置父级
hierarchySystem.setParent(child, parent);
// 移动到根级(无父级)
hierarchySystem.setParent(child, null);
```
#### insertChildAt
在指定位置插入子实体:
```typescript
// 在第一个位置插入
hierarchySystem.insertChildAt(parent, child, 0);
// 追加到末尾
hierarchySystem.insertChildAt(parent, child, -1);
```
#### removeChild
从父级移除子实体(子实体变为根级):
```typescript
const success = hierarchySystem.removeChild(parent, child);
```
#### removeAllChildren
移除所有子实体:
```typescript
hierarchySystem.removeAllChildren(parent);
```
### 层级查询
#### getParent / getChildren
```typescript
const parent = hierarchySystem.getParent(entity);
const children = hierarchySystem.getChildren(entity);
```
#### getRoot
获取实体的根节点:
```typescript
const root = hierarchySystem.getRoot(deepChild);
```
#### getRootEntities
获取所有根实体(没有父级的实体):
```typescript
const roots = hierarchySystem.getRootEntities();
```
#### isAncestorOf / isDescendantOf
检查祖先/后代关系:
```typescript
// grandparent -> parent -> child
const isAncestor = hierarchySystem.isAncestorOf(grandparent, child); // true
const isDescendant = hierarchySystem.isDescendantOf(child, grandparent); // true
```
### 层级遍历
#### findChild
根据名称查找子实体:
```typescript
// 直接子级中查找
const child = hierarchySystem.findChild(parent, "ChildName");
// 递归查找所有后代
const deepChild = hierarchySystem.findChild(parent, "DeepChild", true);
```
#### findChildrenByTag
根据标签查找子实体:
```typescript
// 查找直接子级
const tagged = hierarchySystem.findChildrenByTag(parent, TAG_ENEMY);
// 递归查找
const allTagged = hierarchySystem.findChildrenByTag(parent, TAG_ENEMY, true);
```
#### forEachChild
遍历子实体:
```typescript
// 遍历直接子级
hierarchySystem.forEachChild(parent, (child) => {
console.log(child.name);
});
// 递归遍历所有后代
hierarchySystem.forEachChild(parent, (child) => {
console.log(child.name);
}, true);
```
### 层级状态
#### isActiveInHierarchy
检查实体在层级中是否激活(考虑所有祖先的激活状态):
```typescript
// 如果 parent.active = false即使 child.active = true
// isActiveInHierarchy(child) 也会返回 false
const activeInHierarchy = hierarchySystem.isActiveInHierarchy(child);
```
#### getDepth
获取实体在层级中的深度(根实体深度为 0
```typescript
const depth = hierarchySystem.getDepth(entity);
```
### 扁平化层级(用于 UI 渲染)
```typescript
// 用于实现可展开/折叠的层级树视图
const expandedIds = new Set([parent.id]);
const flatNodes = hierarchySystem.flattenHierarchy(expandedIds);
// 返回 [{ entity, depth, bHasChildren, bIsExpanded }, ...]
```
## 完整示例
### 创建游戏角色层级
```typescript
import {
Scene,
HierarchySystem,
HierarchyComponent
} from '@esengine/ecs-framework';
class GameScene extends Scene {
private hierarchySystem!: HierarchySystem;
protected initialize(): void {
// 添加层级系统
this.hierarchySystem = new HierarchySystem();
this.addSystem(this.hierarchySystem);
// 创建角色层级
this.createPlayerHierarchy();
}
private createPlayerHierarchy(): void {
// 根实体
const player = this.createEntity("Player");
player.addComponent(new Transform(0, 0));
// 身体部件
const body = this.createEntity("Body");
body.addComponent(new Sprite("body.png"));
this.hierarchySystem.setParent(body, player);
// 武器(挂载在身体上)
const weapon = this.createEntity("Weapon");
weapon.addComponent(new Sprite("sword.png"));
this.hierarchySystem.setParent(weapon, body);
// 特效(挂载在武器上)
const effect = this.createEntity("WeaponEffect");
effect.addComponent(new ParticleEmitter());
this.hierarchySystem.setParent(effect, weapon);
// 查询层级信息
console.log(`Player 层级深度: ${this.hierarchySystem.getDepth(player)}`); // 0
console.log(`Weapon 层级深度: ${this.hierarchySystem.getDepth(weapon)}`); // 2
console.log(`Effect 层级深度: ${this.hierarchySystem.getDepth(effect)}`); // 3
}
public equipNewWeapon(weaponName: string): void {
const body = this.findEntity("Body");
const oldWeapon = this.hierarchySystem.findChild(body!, "Weapon");
if (oldWeapon) {
// 移除旧武器的所有子实体
this.hierarchySystem.removeAllChildren(oldWeapon);
oldWeapon.destroy();
}
// 创建新武器
const newWeapon = this.createEntity("Weapon");
newWeapon.addComponent(new Sprite(`${weaponName}.png`));
this.hierarchySystem.setParent(newWeapon, body!);
}
}
```
### 层级变换系统
结合 Transform 组件实现层级变换:
```typescript
import { EntitySystem, Matcher, HierarchySystem, HierarchyComponent } from '@esengine/ecs-framework';
class HierarchyTransformSystem extends EntitySystem {
private hierarchySystem!: HierarchySystem;
constructor() {
super(Matcher.empty().all(Transform, HierarchyComponent));
}
public onAddedToScene(): void {
// 获取层级系统引用
this.hierarchySystem = this.scene!.getEntityProcessor(HierarchySystem)!;
}
protected process(entities: readonly Entity[]): void {
// 按深度排序,确保父级先更新
const sorted = [...entities].sort((a, b) => {
return this.hierarchySystem.getDepth(a) - this.hierarchySystem.getDepth(b);
});
for (const entity of sorted) {
const transform = entity.getComponent(Transform)!;
const parent = this.hierarchySystem.getParent(entity);
if (parent) {
const parentTransform = parent.getComponent(Transform);
if (parentTransform) {
// 计算世界坐标
transform.worldX = parentTransform.worldX + transform.localX;
transform.worldY = parentTransform.worldY + transform.localY;
}
} else {
// 根实体,本地坐标即世界坐标
transform.worldX = transform.localX;
transform.worldY = transform.localY;
}
}
}
}
```
## 性能优化
### 缓存机制
`HierarchySystem` 内置了缓存机制:
- `depth``bActiveInHierarchy` 由系统自动维护
- 使用 `bCacheDirty` 标记优化更新
- 层级变化时自动标记所有子级缓存为脏
### 最佳实践
1. **避免深层嵌套**:系统限制最大深度为 32 层
2. **批量操作**:构建复杂层级时,尽量一次性设置好所有父子关系
3. **按需添加**:只有真正需要层级关系的实体才添加 `HierarchyComponent`
4. **缓存系统引用**:避免每次调用都获取 `HierarchySystem`
```typescript
// 好的做法
class MySystem extends EntitySystem {
private hierarchySystem!: HierarchySystem;
onAddedToScene() {
this.hierarchySystem = this.scene!.getEntityProcessor(HierarchySystem)!;
}
process() {
// 使用缓存的引用
const parent = this.hierarchySystem.getParent(entity);
}
}
// 避免的做法
process() {
// 每次都获取,性能较差
const system = this.scene!.getEntityProcessor(HierarchySystem);
}
```
## 迁移指南
如果你之前使用的是旧版 Entity 内置的层级 API请参考以下迁移指南
| 旧 API (已移除) | 新 API |
|----------------|--------|
| `entity.parent` | `hierarchySystem.getParent(entity)` |
| `entity.children` | `hierarchySystem.getChildren(entity)` |
| `entity.addChild(child)` | `hierarchySystem.setParent(child, entity)` |
| `entity.removeChild(child)` | `hierarchySystem.removeChild(entity, child)` |
| `entity.findChild(name)` | `hierarchySystem.findChild(entity, name)` |
| `entity.activeInHierarchy` | `hierarchySystem.isActiveInHierarchy(entity)` |
### 迁移示例
```typescript
// 旧代码
const parent = scene.createEntity("Parent");
const child = scene.createEntity("Child");
parent.addChild(child);
const found = parent.findChild("Child");
// 新代码
const hierarchySystem = scene.getEntityProcessor(HierarchySystem);
const parent = scene.createEntity("Parent");
const child = scene.createEntity("Child");
hierarchySystem.setParent(child, parent);
const found = hierarchySystem.findChild(parent, "Child");
```
## 下一步
- 了解 [实体类](./entity.md) 的其他功能
- 了解 [场景管理](./scene.md) 如何组织实体和系统
- 了解 [组件系统](./component.md) 如何定义和使用组件

View File

@@ -13,6 +13,9 @@
### [系统架构 (System)](./system.md)
掌握系统的编写方法,实现游戏逻辑的处理。
### [实体查询与 Matcher](./entity-query.md)
学习使用 Matcher 进行实体筛选和查询,掌握 `all``any``none``nothing` 等匹配条件。
### [场景管理 (Scene)](./scene.md)
了解场景的生命周期、系统管理和实体容器功能。

View File

@@ -190,6 +190,106 @@ class CollectionsComponent extends Component {
}
```
### 组件继承与序列化
框架完整支持组件类的继承,子类会自动继承父类的序列化字段,同时可以添加自己的字段。
#### 基础继承
```typescript
// 基类组件
@ECSComponent('Collider2DBase')
@Serializable({ version: 1, typeId: 'Collider2DBase' })
abstract class Collider2DBase extends Component {
@Serialize()
public friction: number = 0.5;
@Serialize()
public restitution: number = 0.0;
@Serialize()
public isTrigger: boolean = false;
}
// 子类组件 - 自动继承父类的序列化字段
@ECSComponent('BoxCollider2D')
@Serializable({ version: 1, typeId: 'BoxCollider2D' })
class BoxCollider2DComponent extends Collider2DBase {
@Serialize()
public width: number = 1.0;
@Serialize()
public height: number = 1.0;
}
// 另一个子类组件
@ECSComponent('CircleCollider2D')
@Serializable({ version: 1, typeId: 'CircleCollider2D' })
class CircleCollider2DComponent extends Collider2DBase {
@Serialize()
public radius: number = 0.5;
}
```
#### 继承规则
1. **字段继承**:子类自动继承父类所有被 `@Serialize()` 标记的字段
2. **独立元数据**:每个子类维护独立的序列化元数据,修改子类不会影响父类或其他子类
3. **typeId 区分**:使用 `typeId` 选项为每个类指定唯一标识,确保反序列化时能正确识别组件类型
#### 使用 typeId 的重要性
当使用组件继承时,**强烈建议**为每个类设置唯一的 `typeId`
```typescript
// ✅ 推荐:明确指定 typeId
@Serializable({ version: 1, typeId: 'BoxCollider2D' })
class BoxCollider2DComponent extends Collider2DBase { }
@Serializable({ version: 1, typeId: 'CircleCollider2D' })
class CircleCollider2DComponent extends Collider2DBase { }
// ⚠️ 不推荐:依赖类名作为 typeId
// 在代码压缩后类名可能变化,导致反序列化失败
@Serializable({ version: 1 })
class BoxCollider2DComponent extends Collider2DBase { }
```
#### 子类覆盖父类字段
子类可以重新声明父类的字段以修改其序列化选项:
```typescript
@ECSComponent('SpecialCollider')
@Serializable({ version: 1, typeId: 'SpecialCollider' })
class SpecialColliderComponent extends Collider2DBase {
// 覆盖父类字段,使用不同的别名
@Serialize({ alias: 'fric' })
public override friction: number = 0.8;
@Serialize()
public specialProperty: string = '';
}
```
#### 忽略继承的字段
使用 `@IgnoreSerialization()` 可以在子类中忽略从父类继承的字段:
```typescript
@ECSComponent('TriggerOnly')
@Serializable({ version: 1, typeId: 'TriggerOnly' })
class TriggerOnlyCollider extends Collider2DBase {
// 忽略父类的 friction 和 restitution 字段
// 因为 Trigger 不需要物理材质属性
@IgnoreSerialization()
public override friction: number = 0;
@IgnoreSerialization()
public override restitution: number = 0;
}
```
### 场景自定义数据
除了实体和组件,还可以序列化场景级别的配置数据:

View File

@@ -33,6 +33,26 @@ class MyService implements IService {
}
```
#### 服务标识符ServiceIdentifier
服务标识符用于在容器中唯一标识一个服务,支持两种类型:
- **类构造函数**: 直接使用服务类作为标识符,适用于具体实现类
- **Symbol**: 使用 Symbol 作为标识符,适用于接口抽象(推荐用于插件和跨包场景)
```typescript
// 方式1: 使用类作为标识符
Core.services.registerSingleton(DataService);
const data = Core.services.resolve(DataService);
// 方式2: 使用 Symbol 作为标识符(推荐用于接口)
const IFileSystem = Symbol.for('IFileSystem');
Core.services.registerInstance(IFileSystem, new TauriFileSystem());
const fs = Core.services.resolve<IFileSystem>(IFileSystem);
```
> **提示**: 使用 `Symbol.for()` 而非 `Symbol()` 可确保跨包/跨模块共享同一个标识符。详见[高级用法 - 接口与 Symbol 标识符模式](#接口与-symbol-标识符模式)。
#### 生命周期
服务容器支持两种生命周期:
@@ -44,7 +64,13 @@ class MyService implements IService {
### 访问服务容器
Core 类内置了服务容器,可以通过 `Core.services` 访问
ECS Framework 提供了三级服务容器
> **版本说明**World 服务容器功能在 v2.2.13+ 版本中可用
#### Core 级别服务容器
应用程序全局服务容器,可以通过 `Core.services` 访问:
```typescript
import { Core } from '@esengine/ecs-framework';
@@ -52,10 +78,53 @@ import { Core } from '@esengine/ecs-framework';
// 初始化Core
Core.create({ debug: true });
// 访问服务容器
// 访问全局服务容器
const container = Core.services;
```
#### World 级别服务容器
每个 World 拥有独立的服务容器,用于管理 World 范围内的服务:
```typescript
import { World } from '@esengine/ecs-framework';
// 创建 World
const world = new World({ name: 'GameWorld' });
// 访问 World 级别的服务容器
const worldContainer = world.services;
// 注册 World 级别的服务
world.services.registerSingleton(RoomManager);
```
#### Scene 级别服务容器
每个 Scene 拥有独立的服务容器,用于管理 Scene 范围内的服务:
```typescript
// 访问 Scene 级别的服务容器
const sceneContainer = scene.services;
// 注册 Scene 级别的服务
scene.services.registerSingleton(PhysicsSystem);
```
#### 服务容器层级
```
Core.services (应用程序全局)
└─ World.services (World 级别)
└─ Scene.services (Scene 级别)
```
不同级别的服务容器是独立的,服务不会自动向上或向下查找。选择合适的容器级别:
- **Core.services**: 应用程序级别的全局服务(配置、插件管理器等)
- **World.services**: World 级别的服务(房间管理器、多人游戏状态等)
- **Scene.services**: Scene 级别的服务ECS 系统、场景特定逻辑等)
### 注册服务
#### 注册单例服务
@@ -284,21 +353,20 @@ class GameService implements IService {
}
```
### @Inject 装饰器
### @InjectProperty 装饰器
在构造函数中注入依赖
通过属性装饰器注入依赖。注入时机是在构造函数执行后、`onInitialize()` 调用前完成
```typescript
import { Injectable, Inject, IService } from '@esengine/ecs-framework';
import { Injectable, InjectProperty, IService } from '@esengine/ecs-framework';
@Injectable()
class PlayerService implements IService {
constructor(
@Inject(DataService) private data: DataService,
@Inject(GameService) private game: GameService
) {
// data 和 game 会自动从容器中解析
}
@InjectProperty(DataService)
private data!: DataService;
@InjectProperty(GameService)
private game!: GameService;
dispose(): void {
// 清理资源
@@ -306,6 +374,35 @@ class PlayerService implements IService {
}
```
在 EntitySystem 中使用属性注入:
```typescript
@Injectable()
class CombatSystem extends EntitySystem {
@InjectProperty(TimeService)
private timeService!: TimeService;
@InjectProperty(AudioService)
private audio!: AudioService;
constructor() {
super(Matcher.all(Health, Attack));
}
onInitialize(): void {
// 此时属性已注入完成,可以安全使用
console.log('Delta time:', this.timeService.getDeltaTime());
}
processEntity(entity: Entity): void {
// 使用注入的服务
this.audio.playSound('attack');
}
}
```
> **注意**: 属性声明时使用 `!` 断言(如 `private data!: DataService`),表示该属性会在使用前被注入。
### 注册可注入服务
使用 `registerInjectable` 自动处理依赖注入:
@@ -313,10 +410,10 @@ class PlayerService implements IService {
```typescript
import { registerInjectable } from '@esengine/ecs-framework';
// 注册服务(会自动解析@Inject依赖
// 注册服务(会自动解析 @InjectProperty 依赖)
registerInjectable(Core.services, PlayerService);
// 解析时会自动注入依赖
// 解析时会自动注入属性依赖
const player = Core.services.resolve(PlayerService);
```
@@ -444,22 +541,164 @@ registerInjectable(Core.services, NetworkService);
## 高级用法
### 服务替换(测试)
### 接口与 Symbol 标识符模式
测试中替换真实服务为模拟服务:
大型项目或需要跨平台适配的游戏中,推荐使用"接口 + Symbol.for 标识符"模式。这种模式实现了真正的依赖倒置,让代码依赖于抽象而非具体实现。
#### 为什么使用 Symbol.for
- **跨包共享**: `Symbol.for('key')` 在全局 Symbol 注册表中创建/获取 Symbol确保不同包中使用相同的标识符
- **接口解耦**: 消费者只依赖接口定义,不依赖具体实现类
- **可替换实现**: 可以在运行时注入不同的实现(如测试 Mock、不同平台适配
#### 定义接口和标识符
以音频服务为例游戏需要在不同平台Web、微信小游戏、原生App使用不同的音频实现
```typescript
// 测试代码
class MockDataService implements IService {
getData(key: string) {
return 'mock data';
}
dispose(): void {}
// IAudioService.ts - 定义接口和标识符
export interface IAudioService {
dispose(): void;
playSound(id: string): void;
playMusic(id: string, loop?: boolean): void;
stopMusic(): void;
setVolume(volume: number): void;
preload(id: string, url: string): Promise<void>;
}
// 注册模拟服务(用于测试)
Core.services.registerInstance(DataService, new MockDataService());
// 使用 Symbol.for 确保跨包共享同一个 Symbol
export const IAudioService = Symbol.for('IAudioService');
```
#### 实现接口
```typescript
// WebAudioService.ts - Web 平台实现
import { IAudioService } from './IAudioService';
export class WebAudioService implements IAudioService {
private audioContext: AudioContext;
private sounds: Map<string, AudioBuffer> = new Map();
constructor() {
this.audioContext = new AudioContext();
}
playSound(id: string): void {
const buffer = this.sounds.get(id);
if (buffer) {
const source = this.audioContext.createBufferSource();
source.buffer = buffer;
source.connect(this.audioContext.destination);
source.start();
}
}
async preload(id: string, url: string): Promise<void> {
const response = await fetch(url);
const arrayBuffer = await response.arrayBuffer();
const audioBuffer = await this.audioContext.decodeAudioData(arrayBuffer);
this.sounds.set(id, audioBuffer);
}
// ... 其他方法实现
dispose(): void {
this.audioContext.close();
this.sounds.clear();
}
}
```
```typescript
// WechatAudioService.ts - 微信小游戏平台实现
export class WechatAudioService implements IAudioService {
private innerAudioContexts: Map<string, WechatMinigame.InnerAudioContext> = new Map();
playSound(id: string): void {
const ctx = this.innerAudioContexts.get(id);
if (ctx) {
ctx.play();
}
}
async preload(id: string, url: string): Promise<void> {
const ctx = wx.createInnerAudioContext();
ctx.src = url;
this.innerAudioContexts.set(id, ctx);
}
// ... 其他方法实现
dispose(): void {
for (const ctx of this.innerAudioContexts.values()) {
ctx.destroy();
}
this.innerAudioContexts.clear();
}
}
```
#### 注册和使用
```typescript
import { IAudioService } from './IAudioService';
import { WebAudioService } from './WebAudioService';
import { WechatAudioService } from './WechatAudioService';
// 根据平台注册不同实现
if (typeof wx !== 'undefined') {
Core.services.registerInstance(IAudioService, new WechatAudioService());
} else {
Core.services.registerInstance(IAudioService, new WebAudioService());
}
// 业务代码中使用 - 不关心具体实现
const audio = Core.services.resolve<IAudioService>(IAudioService);
await audio.preload('explosion', '/sounds/explosion.mp3');
audio.playSound('explosion');
```
#### 跨模块使用
```typescript
// 在游戏系统中使用
import { IAudioService } from '@mygame/core';
class CombatSystem extends EntitySystem {
private audio: IAudioService;
initialize(): void {
// 获取音频服务,不需要知道具体实现
this.audio = this.scene.services.resolve<IAudioService>(IAudioService);
}
onEntityDeath(entity: Entity): void {
this.audio.playSound('death');
}
}
```
#### Symbol vs Symbol.for
```typescript
// Symbol() - 每次创建唯一的 Symbol
const sym1 = Symbol('test');
const sym2 = Symbol('test');
console.log(sym1 === sym2); // false - 不同的 Symbol
// Symbol.for() - 在全局注册表中共享
const sym3 = Symbol.for('test');
const sym4 = Symbol.for('test');
console.log(sym3 === sym4); // true - 同一个 Symbol
// 跨包场景
// package-a/index.ts
export const IMyService = Symbol.for('IMyService');
// package-b/index.ts (不同的包)
const IMyService = Symbol.for('IMyService');
// 与 package-a 中的是同一个 Symbol
```
### 循环依赖检测

View File

@@ -157,8 +157,45 @@ const nameMatcher = Matcher.byName("Player"); // 匹配名称为 "Player" 的实
// 单组件匹配
const componentMatcher = Matcher.byComponent(Health); // 匹配拥有 Health 组件的实体
// 不匹配任何实体
const nothingMatcher = Matcher.nothing(); // 用于只需要生命周期回调的系统
```
### 空匹配器 vs Nothing 匹配器
```typescript
// empty() - 空条件,匹配所有实体
const emptyMatcher = Matcher.empty();
// nothing() - 不匹配任何实体,用于只需要生命周期方法的系统
const nothingMatcher = Matcher.nothing();
// 使用场景:只需要 onBegin/onEnd 生命周期的系统
@ECSSystem('FrameTimer')
class FrameTimerSystem extends EntitySystem {
constructor() {
super(Matcher.nothing()); // 不处理任何实体
}
protected onBegin(): void {
// 每帧开始时执行,例如:记录帧开始时间
console.log('帧开始');
}
protected process(entities: readonly Entity[]): void {
// 永远不会被调用,因为没有匹配的实体
}
protected onEnd(): void {
// 每帧结束时执行
console.log('帧结束');
}
}
```
> 💡 **提示**:更多关于 Matcher 和实体查询的详细用法,请参考 [实体查询系统](/guide/entity-query) 文档。
## 系统生命周期
系统提供了完整的生命周期回调:
@@ -563,9 +600,28 @@ class GameSystem extends EntitySystem {
}
```
### 2. 使用装饰器
### 2. 使用 @ECSSystem 装饰器
**必须使用 `@ECSSystem` 装饰器**
`@ECSSystem` 是系统类必须使用的装饰器,它为系统提供类型标识和元数据管理。
#### 为什么必须使用
| 功能 | 说明 |
|------|------|
| **类型识别** | 提供稳定的系统名称,代码混淆后仍能正确识别 |
| **调试支持** | 在性能监控、日志和调试工具中显示可读的系统名称 |
| **系统管理** | 通过名称查找和管理系统 |
| **序列化支持** | 场景序列化时可以记录系统配置 |
#### 基本语法
```typescript
@ECSSystem(systemName: string)
```
- `systemName`: 系统的名称,建议使用描述性的名称
#### 使用示例
```typescript
// ✅ 正确的用法
@@ -574,12 +630,41 @@ class PhysicsSystem extends EntitySystem {
// 系统实现
}
// ✅ 推荐:使用描述性的名称
@ECSSystem('PlayerMovement')
class PlayerMovementSystem extends EntitySystem {
constructor() {
super(Matcher.all(Player, Position, Velocity));
}
}
// ❌ 错误的用法 - 没有装饰器
class BadSystem extends EntitySystem {
// 这样定义的系统可能在生产环境出现问题
// 这样定义的系统可能在生产环境出现问题
// 1. 代码压缩后类名变化,无法正确识别
// 2. 性能监控和调试工具显示不正确的名称
}
```
#### 系统名称的作用
```typescript
@ECSSystem('Combat')
class CombatSystem extends EntitySystem {
protected onInitialize(): void {
// 使用 systemName 属性访问系统名称
console.log(`系统 ${this.systemName} 已初始化`); // 输出: 系统 Combat 已初始化
}
}
// 通过名称查找系统
const combat = scene.getSystemByName('Combat');
// 性能监控中会显示系统名称
const perfData = combatSystem.getPerformanceData();
console.log(`${combatSystem.systemName} 执行时间: ${perfData?.executionTime}ms`);
```
### 3. 合理的更新顺序
```typescript

View File

@@ -435,7 +435,7 @@ const worldManager = Core.services.resolve(WorldManager);
// {
// maxWorlds: 50,
// autoCleanup: true,
// cleanupInterval: 30000 // 30 秒
// cleanupFrameInterval: 1800 // 间隔多少帧清理闲置 World
// }
```

View File

@@ -1,23 +1,317 @@
---
layout: home
layout: page
title: ESEngine - 高性能 TypeScript ECS 框架
---
hero:
name: "ECS Framework"
text: "高性能ECS框架"
tagline: "为Javascript游戏开发而设计"
actions:
- theme: brand
text: 快速开始
link: /guide/getting-started
- theme: alt
text: 查看示例
link: https://github.com/esengine/lawn-mower-demo
<ParticleHero />
features:
- title: 高性能
details: 支持大规模实体处理
- title: 类型安全
details: 完整的TypeScript支持编译时类型检查
- title: 模块化设计
details: 核心功能独立打包,支持多平台
---
<section class="news-section">
<div class="news-container">
<div class="news-header">
<h2 class="news-title">快速入口</h2>
<a href="/guide/" class="news-more">查看文档</a>
</div>
<div class="news-grid">
<a href="/guide/getting-started" class="news-card">
<div class="news-card-image" style="background: linear-gradient(135deg, #1e3a5f 0%, #1e1e1e 100%);">
<div class="news-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="48" height="48" viewBox="0 0 24 24"><path fill="#4fc1ff" d="M12 3L1 9l4 2.18v6L12 21l7-3.82v-6l2-1.09V17h2V9zm6.82 6L12 12.72L5.18 9L12 5.28zM17 16l-5 2.72L7 16v-3.73L12 15l5-2.73z"/></svg>
</div>
<span class="news-badge">快速开始</span>
</div>
<div class="news-card-content">
<h3>5 分钟上手 ESEngine</h3>
<p>从安装到创建第一个 ECS 应用,快速了解核心概念。</p>
</div>
</a>
<a href="/guide/behavior-tree/" class="news-card">
<div class="news-card-image" style="background: linear-gradient(135deg, #1e3a5f 0%, #1e1e1e 100%);">
<div class="news-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="48" height="48" viewBox="0 0 24 24"><path fill="#4ec9b0" d="M12 2a2 2 0 0 1 2 2a2 2 0 0 1-2 2a2 2 0 0 1-2-2a2 2 0 0 1 2-2m3 20h-1v-7l-2-2l-2 2v7H9v-7.5l-2 2V22H6v-6l3-3l1-3.5c-.3.4-.6.7-1 1L6 9v1H4V8l5-3c.5-.3 1.1-.5 1.7-.5H11c.6 0 1.2.2 1.7.5l5 3v2h-2V9l-3 1.5c-.4-.3-.7-.6-1-1l1 3.5l3 3v6Z"/></svg>
</div>
<span class="news-badge">AI 系统</span>
</div>
<div class="news-card-content">
<h3>行为树可视化编辑器</h3>
<p>内置 AI 行为树系统,支持可视化编辑和实时调试。</p>
</div>
</a>
</div>
</div>
</section>
<section class="features-section">
<div class="features-container">
<h2 class="features-title">核心特性</h2>
<div class="features-grid">
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#4fc1ff" d="M13 2.05v2.02c3.95.49 7 3.85 7 7.93c0 1.45-.39 2.79-1.06 3.95l1.59 1.09A9.94 9.94 0 0 0 22 12c0-5.18-3.95-9.45-9-9.95M12 19c-3.87 0-7-3.13-7-7c0-3.53 2.61-6.43 6-6.92V2.05c-5.06.5-9 4.76-9 9.95c0 5.52 4.47 10 9.99 10c3.31 0 6.24-1.61 8.06-4.09l-1.6-1.1A7.93 7.93 0 0 1 12 19"/><path fill="#4fc1ff" d="M12 6a6 6 0 0 0-6 6c0 3.31 2.69 6 6 6a6 6 0 0 0 0-12m0 10c-2.21 0-4-1.79-4-4s1.79-4 4-4s4 1.79 4 4s-1.79 4-4 4"/></svg>
</div>
<h3 class="feature-title">高性能 ECS 架构</h3>
<p class="feature-desc">基于数据驱动的实体组件系统,支持大规模实体处理,缓存友好的内存布局。</p>
<a href="/guide/entity" class="feature-link">了解更多 →</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#569cd6" d="M3 3h18v18H3zm16.525 13.707c0-.795-.272-1.425-.816-1.89c-.544-.465-1.404-.804-2.58-1.016l-1.704-.296c-.616-.104-1.052-.26-1.308-.468c-.256-.21-.384-.468-.384-.776c0-.392.168-.7.504-.924c.336-.224.8-.336 1.392-.336c.56 0 1.008.124 1.344.372c.336.248.536.584.6 1.008h2.016c-.08-.96-.464-1.716-1.152-2.268c-.688-.552-1.6-.828-2.736-.828c-1.2 0-2.148.3-2.844.9c-.696.6-1.044 1.38-1.044 2.34c0 .76.252 1.368.756 1.824c.504.456 1.308.792 2.412.996l1.704.312c.624.12 1.068.28 1.332.48c.264.2.396.46.396.78c0 .424-.192.756-.576.996c-.384.24-.9.36-1.548.36c-.672 0-1.2-.14-1.584-.42c-.384-.28-.608-.668-.672-1.164H8.868c.048 1.016.46 1.808 1.236 2.376c.776.568 1.796.852 3.06.852c1.24 0 2.22-.292 2.94-.876c.72-.584 1.08-1.364 1.08-2.34z"/></svg>
</div>
<h3 class="feature-title">完整类型支持</h3>
<p class="feature-desc">100% TypeScript 编写,完整的类型定义和编译时检查,提供最佳的开发体验。</p>
<a href="/guide/component" class="feature-link">了解更多 →</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#4ec9b0" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10s10-4.5 10-10S17.5 2 12 2m0 18c-4.41 0-8-3.59-8-8s3.59-8 8-8s8 3.59 8 8s-3.59 8-8 8m-5-8l4-4v3h4v2h-4v3z"/></svg>
</div>
<h3 class="feature-title">可视化行为树</h3>
<p class="feature-desc">内置 AI 行为树系统,提供可视化编辑器,支持自定义节点和实时调试。</p>
<a href="/guide/behavior-tree/" class="feature-link">了解更多 →</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#c586c0" d="M4 6h18V4H4c-1.1 0-2 .9-2 2v11H0v3h14v-3H4zm19 2h-6c-.55 0-1 .45-1 1v10c0 .55.45 1 1 1h6c.55 0 1-.45 1-1V9c0-.55-.45-1-1-1m-1 9h-4v-7h4z"/></svg>
</div>
<h3 class="feature-title">多平台支持</h3>
<p class="feature-desc">支持浏览器、Node.js、微信小游戏等多平台可与主流游戏引擎无缝集成。</p>
<a href="/guide/platform-adapter" class="feature-link">了解更多 →</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#dcdcaa" d="M4 3h6v2H4v14h6v2H4c-1.1 0-2-.9-2-2V5c0-1.1.9-2 2-2m9 0h6c1.1 0 2 .9 2 2v14c0 1.1-.9 2-2 2h-6v-2h6V5h-6zm-1 7h4v2h-4z"/></svg>
</div>
<h3 class="feature-title">模块化设计</h3>
<p class="feature-desc">核心功能独立打包,按需引入。支持自定义插件扩展,灵活适配不同项目。</p>
<a href="/guide/plugin-system" class="feature-link">了解更多 →</a>
</div>
<div class="feature-card">
<div class="feature-icon">
<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="#9cdcfe" d="M22.7 19l-9.1-9.1c.9-2.3.4-5-1.5-6.9c-2-2-5-2.4-7.4-1.3L9 6L6 9L1.6 4.7C.4 7.1.9 10.1 2.9 12.1c1.9 1.9 4.6 2.4 6.9 1.5l9.1 9.1c.4.4 1 .4 1.4 0l2.3-2.3c.5-.4.5-1.1.1-1.4"/></svg>
</div>
<h3 class="feature-title">开发者工具</h3>
<p class="feature-desc">内置性能监控、调试工具、序列化系统等,提供完整的开发工具链。</p>
<a href="/guide/logging" class="feature-link">了解更多 →</a>
</div>
</div>
</div>
</section>
<style scoped>
/* 首页专用样式 | Home page specific styles */
.news-section {
background: #0d0d0d;
padding: 64px 0;
border-top: 1px solid #2a2a2a;
}
.news-container {
max-width: 1400px;
margin: 0 auto;
padding: 0 48px;
}
.news-header {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 32px;
}
.news-title {
font-size: 1.5rem;
font-weight: 700;
color: #ffffff;
margin: 0;
}
.news-more {
display: inline-flex;
align-items: center;
gap: 8px;
padding: 10px 20px;
background: #1a1a1a;
border: 1px solid #2a2a2a;
border-radius: 6px;
color: #a0a0a0;
font-size: 0.875rem;
font-weight: 500;
text-decoration: none;
transition: all 0.2s;
}
.news-more:hover {
background: #252525;
color: #ffffff;
}
.news-grid {
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 24px;
}
.news-card {
display: flex;
background: #1f1f1f;
border: 1px solid #2a2a2a;
border-radius: 12px;
overflow: hidden;
text-decoration: none;
transition: all 0.2s;
}
.news-card:hover {
border-color: #3b9eff;
}
.news-card-image {
width: 200px;
min-height: 140px;
flex-shrink: 0;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 16px;
gap: 12px;
}
.news-icon {
opacity: 0.9;
}
.news-badge {
display: inline-block;
padding: 4px 12px;
background: transparent;
border: 1px solid #3a3a3a;
border-radius: 16px;
color: #a0a0a0;
font-size: 0.75rem;
font-weight: 500;
}
.news-card-content {
padding: 20px;
display: flex;
flex-direction: column;
justify-content: center;
}
.news-card-content h3 {
font-size: 1.125rem;
font-weight: 600;
color: #ffffff;
margin: 0 0 8px 0;
}
.news-card-content p {
font-size: 0.875rem;
color: #707070;
margin: 0;
line-height: 1.6;
}
.features-section {
background: #0d0d0d;
padding: 64px 0;
}
.features-container {
max-width: 1400px;
margin: 0 auto;
padding: 0 48px;
}
.features-title {
font-size: 1.5rem;
font-weight: 700;
color: #ffffff;
margin: 0 0 32px 0;
}
.features-grid {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 20px;
}
.feature-card {
background: #1f1f1f;
border: 1px solid #2a2a2a;
border-radius: 12px;
padding: 24px;
transition: all 0.15s ease;
}
.feature-card:hover {
border-color: #3b9eff;
background: #252525;
}
.feature-icon {
width: 48px;
height: 48px;
background: #0d0d0d;
border-radius: 10px;
display: flex;
align-items: center;
justify-content: center;
margin-bottom: 16px;
}
.feature-title {
font-size: 16px;
font-weight: 600;
color: #ffffff;
margin: 0 0 8px 0;
}
.feature-desc {
font-size: 14px;
color: #707070;
line-height: 1.7;
margin: 0 0 16px 0;
}
.feature-link {
font-size: 14px;
color: #3b9eff;
text-decoration: none;
font-weight: 500;
}
.feature-link:hover {
text-decoration: underline;
}
@media (max-width: 1024px) {
.news-container,
.features-container {
padding: 0 24px;
}
.news-grid {
grid-template-columns: 1fr;
}
.features-grid {
grid-template-columns: repeat(2, 1fr);
}
}
@media (max-width: 768px) {
.news-card {
flex-direction: column;
}
.news-card-image {
width: 100%;
min-height: 120px;
}
.features-grid {
grid-template-columns: 1fr;
}
}
</style>

1
docs/public/CNAME Normal file
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@@ -0,0 +1 @@
esengine.cn

72
eslint.config.mjs Normal file
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@@ -0,0 +1,72 @@
import eslint from '@eslint/js';
import tseslint from 'typescript-eslint';
export default [
eslint.configs.recommended,
...tseslint.configs.recommended,
{
files: ['packages/**/src/**/*.{ts,tsx,js,jsx}'],
languageOptions: {
parser: tseslint.parser,
parserOptions: {
ecmaVersion: 2020,
sourceType: 'module',
project: true,
tsconfigRootDir: import.meta.dirname
}
},
rules: {
'semi': ['warn', 'always'],
'quotes': ['warn', 'single', { avoidEscape: true }],
'indent': ['warn', 4, {
SwitchCase: 1,
ignoredNodes: [
'PropertyDefinition[decorators.length > 0]',
'TSTypeParameterInstantiation'
]
}],
'no-trailing-spaces': 'warn',
'eol-last': ['warn', 'always'],
'comma-dangle': ['warn', 'never'],
'object-curly-spacing': ['warn', 'always'],
'array-bracket-spacing': ['warn', 'never'],
'arrow-parens': ['warn', 'always'],
'no-multiple-empty-lines': ['warn', { max: 2, maxEOF: 1 }],
'no-console': 'off',
'no-empty': 'warn',
'no-case-declarations': 'warn',
'no-useless-catch': 'warn',
'no-prototype-builtins': 'warn',
'@typescript-eslint/no-explicit-any': 'warn',
'@typescript-eslint/no-unsafe-assignment': 'warn',
'@typescript-eslint/no-unsafe-member-access': 'warn',
'@typescript-eslint/no-unsafe-call': 'warn',
'@typescript-eslint/no-unsafe-return': 'warn',
'@typescript-eslint/no-unsafe-argument': 'warn',
'@typescript-eslint/no-unsafe-function-type': 'warn',
'@typescript-eslint/explicit-module-boundary-types': 'off',
'@typescript-eslint/no-unused-vars': ['warn', { argsIgnorePattern: '^_' }],
'@typescript-eslint/no-non-null-assertion': 'off'
}
},
{
ignores: [
'node_modules/**',
'**/node_modules/**',
'dist/**',
'**/dist/**',
'bin/**',
'**/bin/**',
'build/**',
'**/build/**',
'coverage/**',
'**/coverage/**',
'thirdparty/**',
'examples/lawn-mower-demo/**',
'extensions/**',
'**/*.min.js',
'**/*.d.ts',
'**/wasm/**'
]
}
];

352
examples/core-demos/pnpm-lock.yaml generated Normal file
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@@ -0,0 +1,352 @@
lockfileVersion: '9.0'
settings:
autoInstallPeers: true
excludeLinksFromLockfile: false
importers:
.:
dependencies:
'@esengine/ecs-framework':
specifier: file:../../packages/core
version: file:../../packages/core
devDependencies:
typescript:
specifier: ^5.0.0
version: 5.9.3
vite:
specifier: ^4.0.0
version: 4.5.14
packages:
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engines: {node: '>=12'}
cpu: [arm64]
os: [android]
'@esbuild/android-arm@0.18.20':
resolution: {integrity: sha512-fyi7TDI/ijKKNZTUJAQqiG5T7YjJXgnzkURqmGj13C6dCqckZBLdl4h7bkhHt/t0WP+zO9/zwroDvANaOqO5Sw==}
engines: {node: '>=12'}
cpu: [arm]
os: [android]
'@esbuild/android-x64@0.18.20':
resolution: {integrity: sha512-8GDdlePJA8D6zlZYJV/jnrRAi6rOiNaCC/JclcXpB+KIuvfBN4owLtgzY2bsxnx666XjJx2kDPUmnTtR8qKQUg==}
engines: {node: '>=12'}
cpu: [x64]
os: [android]
'@esbuild/darwin-arm64@0.18.20':
resolution: {integrity: sha512-bxRHW5kHU38zS2lPTPOyuyTm+S+eobPUnTNkdJEfAddYgEcll4xkT8DB9d2008DtTbl7uJag2HuE5NZAZgnNEA==}
engines: {node: '>=12'}
cpu: [arm64]
os: [darwin]
'@esbuild/darwin-x64@0.18.20':
resolution: {integrity: sha512-pc5gxlMDxzm513qPGbCbDukOdsGtKhfxD1zJKXjCCcU7ju50O7MeAZ8c4krSJcOIJGFR+qx21yMMVYwiQvyTyQ==}
engines: {node: '>=12'}
cpu: [x64]
os: [darwin]
'@esbuild/freebsd-arm64@0.18.20':
resolution: {integrity: sha512-yqDQHy4QHevpMAaxhhIwYPMv1NECwOvIpGCZkECn8w2WFHXjEwrBn3CeNIYsibZ/iZEUemj++M26W3cNR5h+Tw==}
engines: {node: '>=12'}
cpu: [arm64]
os: [freebsd]
'@esbuild/freebsd-x64@0.18.20':
resolution: {integrity: sha512-tgWRPPuQsd3RmBZwarGVHZQvtzfEBOreNuxEMKFcd5DaDn2PbBxfwLcj4+aenoh7ctXcbXmOQIn8HI6mCSw5MQ==}
engines: {node: '>=12'}
cpu: [x64]
os: [freebsd]
'@esbuild/linux-arm64@0.18.20':
resolution: {integrity: sha512-2YbscF+UL7SQAVIpnWvYwM+3LskyDmPhe31pE7/aoTMFKKzIc9lLbyGUpmmb8a8AixOL61sQ/mFh3jEjHYFvdA==}
engines: {node: '>=12'}
cpu: [arm64]
os: [linux]
'@esbuild/linux-arm@0.18.20':
resolution: {integrity: sha512-/5bHkMWnq1EgKr1V+Ybz3s1hWXok7mDFUMQ4cG10AfW3wL02PSZi5kFpYKrptDsgb2WAJIvRcDm+qIvXf/apvg==}
engines: {node: '>=12'}
cpu: [arm]
os: [linux]
'@esbuild/linux-ia32@0.18.20':
resolution: {integrity: sha512-P4etWwq6IsReT0E1KHU40bOnzMHoH73aXp96Fs8TIT6z9Hu8G6+0SHSw9i2isWrD2nbx2qo5yUqACgdfVGx7TA==}
engines: {node: '>=12'}
cpu: [ia32]
os: [linux]
'@esbuild/linux-loong64@0.18.20':
resolution: {integrity: sha512-nXW8nqBTrOpDLPgPY9uV+/1DjxoQ7DoB2N8eocyq8I9XuqJ7BiAMDMf9n1xZM9TgW0J8zrquIb/A7s3BJv7rjg==}
engines: {node: '>=12'}
cpu: [loong64]
os: [linux]
'@esbuild/linux-mips64el@0.18.20':
resolution: {integrity: sha512-d5NeaXZcHp8PzYy5VnXV3VSd2D328Zb+9dEq5HE6bw6+N86JVPExrA6O68OPwobntbNJ0pzCpUFZTo3w0GyetQ==}
engines: {node: '>=12'}
cpu: [mips64el]
os: [linux]
'@esbuild/linux-ppc64@0.18.20':
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engines: {node: '>=12'}
cpu: [ppc64]
os: [linux]
'@esbuild/linux-riscv64@0.18.20':
resolution: {integrity: sha512-WSxo6h5ecI5XH34KC7w5veNnKkju3zBRLEQNY7mv5mtBmrP/MjNBCAlsM2u5hDBlS3NGcTQpoBvRzqBcRtpq1A==}
engines: {node: '>=12'}
cpu: [riscv64]
os: [linux]
'@esbuild/linux-s390x@0.18.20':
resolution: {integrity: sha512-+8231GMs3mAEth6Ja1iK0a1sQ3ohfcpzpRLH8uuc5/KVDFneH6jtAJLFGafpzpMRO6DzJ6AvXKze9LfFMrIHVQ==}
engines: {node: '>=12'}
cpu: [s390x]
os: [linux]
'@esbuild/linux-x64@0.18.20':
resolution: {integrity: sha512-UYqiqemphJcNsFEskc73jQ7B9jgwjWrSayxawS6UVFZGWrAAtkzjxSqnoclCXxWtfwLdzU+vTpcNYhpn43uP1w==}
engines: {node: '>=12'}
cpu: [x64]
os: [linux]
'@esbuild/netbsd-x64@0.18.20':
resolution: {integrity: sha512-iO1c++VP6xUBUmltHZoMtCUdPlnPGdBom6IrO4gyKPFFVBKioIImVooR5I83nTew5UOYrk3gIJhbZh8X44y06A==}
engines: {node: '>=12'}
cpu: [x64]
os: [netbsd]
'@esbuild/openbsd-x64@0.18.20':
resolution: {integrity: sha512-e5e4YSsuQfX4cxcygw/UCPIEP6wbIL+se3sxPdCiMbFLBWu0eiZOJ7WoD+ptCLrmjZBK1Wk7I6D/I3NglUGOxg==}
engines: {node: '>=12'}
cpu: [x64]
os: [openbsd]
'@esbuild/sunos-x64@0.18.20':
resolution: {integrity: sha512-kDbFRFp0YpTQVVrqUd5FTYmWo45zGaXe0X8E1G/LKFC0v8x0vWrhOWSLITcCn63lmZIxfOMXtCfti/RxN/0wnQ==}
engines: {node: '>=12'}
cpu: [x64]
os: [sunos]
'@esbuild/win32-arm64@0.18.20':
resolution: {integrity: sha512-ddYFR6ItYgoaq4v4JmQQaAI5s7npztfV4Ag6NrhiaW0RrnOXqBkgwZLofVTlq1daVTQNhtI5oieTvkRPfZrePg==}
engines: {node: '>=12'}
cpu: [arm64]
os: [win32]
'@esbuild/win32-ia32@0.18.20':
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engines: {node: '>=12'}
cpu: [ia32]
os: [win32]
'@esbuild/win32-x64@0.18.20':
resolution: {integrity: sha512-kTdfRcSiDfQca/y9QIkng02avJ+NCaQvrMejlsB3RRv5sE9rRoeBPISaZpKxHELzRxZyLvNts1P27W3wV+8geQ==}
engines: {node: '>=12'}
cpu: [x64]
os: [win32]
'@esengine/ecs-framework@file:../../packages/core':
resolution: {directory: ../../packages/core, type: directory}
esbuild@0.18.20:
resolution: {integrity: sha512-ceqxoedUrcayh7Y7ZX6NdbbDzGROiyVBgC4PriJThBKSVPWnnFHZAkfI1lJT8QFkOwH4qOS2SJkS4wvpGl8BpA==}
engines: {node: '>=12'}
hasBin: true
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engines: {node: ^8.16.0 || ^10.6.0 || >=11.0.0}
os: [darwin]
nanoid@3.3.11:
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engines: {node: ^10 || ^12 || ^13.7 || ^14 || >=15.0.1}
hasBin: true
picocolors@1.1.1:
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hasBin: true
source-map-js@1.2.1:
resolution: {integrity: sha512-UXWMKhLOwVKb728IUtQPXxfYU+usdybtUrK/8uGE8CQMvrhOpwvzDBwj0QhSL7MQc7vIsISBG8VQ8+IDQxpfQA==}
engines: {node: '>=0.10.0'}
tslib@2.8.1:
resolution: {integrity: sha512-oJFu94HQb+KVduSUQL7wnpmqnfmLsOA/nAh6b6EH0wCEoK0/mPeXU6c3wKDV83MkOuHPRHtSXKKU99IBazS/2w==}
typescript@5.9.3:
resolution: {integrity: sha512-jl1vZzPDinLr9eUt3J/t7V6FgNEw9QjvBPdysz9KfQDD41fQrC2Y4vKQdiaUpFT4bXlb1RHhLpp8wtm6M5TgSw==}
engines: {node: '>=14.17'}
hasBin: true
vite@4.5.14:
resolution: {integrity: sha512-+v57oAaoYNnO3hIu5Z/tJRZjq5aHM2zDve9YZ8HngVHbhk66RStobhb1sqPMIPEleV6cNKYK4eGrAbE9Ulbl2g==}
engines: {node: ^14.18.0 || >=16.0.0}
hasBin: true
peerDependencies:
'@types/node': '>= 14'
less: '*'
lightningcss: ^1.21.0
sass: '*'
stylus: '*'
sugarss: '*'
terser: ^5.4.0
peerDependenciesMeta:
'@types/node':
optional: true
less:
optional: true
lightningcss:
optional: true
sass:
optional: true
stylus:
optional: true
sugarss:
optional: true
terser:
optional: true
snapshots:
'@esbuild/android-arm64@0.18.20':
optional: true
'@esbuild/android-arm@0.18.20':
optional: true
'@esbuild/android-x64@0.18.20':
optional: true
'@esbuild/darwin-arm64@0.18.20':
optional: true
'@esbuild/darwin-x64@0.18.20':
optional: true
'@esbuild/freebsd-arm64@0.18.20':
optional: true
'@esbuild/freebsd-x64@0.18.20':
optional: true
'@esbuild/linux-arm64@0.18.20':
optional: true
'@esbuild/linux-arm@0.18.20':
optional: true
'@esbuild/linux-ia32@0.18.20':
optional: true
'@esbuild/linux-loong64@0.18.20':
optional: true
'@esbuild/linux-mips64el@0.18.20':
optional: true
'@esbuild/linux-ppc64@0.18.20':
optional: true
'@esbuild/linux-riscv64@0.18.20':
optional: true
'@esbuild/linux-s390x@0.18.20':
optional: true
'@esbuild/linux-x64@0.18.20':
optional: true
'@esbuild/netbsd-x64@0.18.20':
optional: true
'@esbuild/openbsd-x64@0.18.20':
optional: true
'@esbuild/sunos-x64@0.18.20':
optional: true
'@esbuild/win32-arm64@0.18.20':
optional: true
'@esbuild/win32-ia32@0.18.20':
optional: true
'@esbuild/win32-x64@0.18.20':
optional: true
'@esengine/ecs-framework@file:../../packages/core':
dependencies:
tslib: 2.8.1
esbuild@0.18.20:
optionalDependencies:
'@esbuild/android-arm': 0.18.20
'@esbuild/android-arm64': 0.18.20
'@esbuild/android-x64': 0.18.20
'@esbuild/darwin-arm64': 0.18.20
'@esbuild/darwin-x64': 0.18.20
'@esbuild/freebsd-arm64': 0.18.20
'@esbuild/freebsd-x64': 0.18.20
'@esbuild/linux-arm': 0.18.20
'@esbuild/linux-arm64': 0.18.20
'@esbuild/linux-ia32': 0.18.20
'@esbuild/linux-loong64': 0.18.20
'@esbuild/linux-mips64el': 0.18.20
'@esbuild/linux-ppc64': 0.18.20
'@esbuild/linux-riscv64': 0.18.20
'@esbuild/linux-s390x': 0.18.20
'@esbuild/linux-x64': 0.18.20
'@esbuild/netbsd-x64': 0.18.20
'@esbuild/openbsd-x64': 0.18.20
'@esbuild/sunos-x64': 0.18.20
'@esbuild/win32-arm64': 0.18.20
'@esbuild/win32-ia32': 0.18.20
'@esbuild/win32-x64': 0.18.20
fsevents@2.3.3:
optional: true
nanoid@3.3.11: {}
picocolors@1.1.1: {}
postcss@8.5.6:
dependencies:
nanoid: 3.3.11
picocolors: 1.1.1
source-map-js: 1.2.1
rollup@3.29.5:
optionalDependencies:
fsevents: 2.3.3
source-map-js@1.2.1: {}
tslib@2.8.1: {}
typescript@5.9.3: {}
vite@4.5.14:
dependencies:
esbuild: 0.18.20
postcss: 8.5.6
rollup: 3.29.5
optionalDependencies:
fsevents: 2.3.3

26745
package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@@ -3,6 +3,7 @@
"version": "2.1.29",
"description": "ECS Framework Monorepo - 高性能ECS框架及其网络插件",
"private": true,
"packageManager": "pnpm@10.22.0",
"workspaces": [
"packages/*"
],
@@ -17,36 +18,26 @@
],
"scripts": {
"bootstrap": "lerna bootstrap",
"clean": "lerna run clean",
"build": "npm run build:core && npm run build:math && npm run build:network-shared && npm run build:network-client && npm run build:network-server",
"build:core": "cd packages/core && npm run build",
"build:math": "cd packages/math && npm run build",
"build:network-shared": "cd packages/network-shared && npm run build",
"build:network-client": "cd packages/network-client && npm run build",
"build:network-server": "cd packages/network-server && npm run build",
"build:npm": "npm run build:npm:core && npm run build:npm:math && npm run build:npm:network-shared && npm run build:npm:network-client && npm run build:npm:network-server",
"clean": "turbo run clean",
"build": "turbo run build",
"build:filter": "turbo run build --filter",
"build:core": "turbo run build --filter=@esengine/ecs-framework",
"build:math": "turbo run build --filter=@esengine/ecs-framework-math",
"build:editor": "turbo run build --filter=@esengine/editor-app...",
"build:npm": "turbo run build:npm",
"build:npm:core": "cd packages/core && npm run build:npm",
"build:npm:math": "cd packages/math && npm run build:npm",
"build:npm:network-shared": "cd packages/network-shared && npm run build:npm",
"build:npm:network-client": "cd packages/network-client && npm run build:npm",
"build:npm:network-server": "cd packages/network-server && npm run build:npm",
"test": "lerna run test",
"test:coverage": "lerna run test:coverage",
"test:ci": "lerna run test:ci",
"test": "turbo run test",
"test:coverage": "turbo run test:coverage",
"test:ci": "turbo run test:ci",
"prepare:publish": "npm run build:npm && node scripts/pre-publish-check.cjs",
"sync:versions": "node scripts/sync-versions.cjs",
"publish:all": "npm run prepare:publish && npm run publish:all:dist",
"publish:all:dist": "npm run publish:core && npm run publish:math && npm run publish:network-shared && npm run publish:network-client && npm run publish:network-server",
"publish:all:dist": "npm run publish:core && npm run publish:math",
"publish:core": "cd packages/core && npm run publish:npm",
"publish:core:patch": "cd packages/core && npm run publish:patch",
"publish:math": "cd packages/math && npm run publish:npm",
"publish:math:patch": "cd packages/math && npm run publish:patch",
"publish:network-shared": "cd packages/network-shared && npm run publish:npm",
"publish:network-shared:patch": "cd packages/network-shared && npm run publish:patch",
"publish:network-client": "cd packages/network-client && npm run publish:npm",
"publish:network-client:patch": "cd packages/network-client && npm run publish:patch",
"publish:network-server": "cd packages/network-server && npm run publish:npm",
"publish:network-server:patch": "cd packages/network-server && npm run publish:patch",
"publish": "lerna publish",
"version": "lerna version",
"release": "semantic-release",
@@ -63,14 +54,19 @@
"copy:worker-demo": "node scripts/update-worker-demo.js",
"format": "prettier --write \"packages/**/src/**/*.{ts,tsx,js,jsx}\"",
"format:check": "prettier --check \"packages/**/src/**/*.{ts,tsx,js,jsx}\"",
"lint": "eslint \"packages/**/src/**/*.{ts,tsx,js,jsx}\"",
"lint:fix": "eslint \"packages/**/src/**/*.{ts,tsx,js,jsx}\" --fix"
"type-check": "turbo run type-check",
"lint": "turbo run lint",
"lint:fix": "turbo run lint:fix",
"build:wasm": "cd packages/engine && wasm-pack build --dev --out-dir pkg",
"build:wasm:release": "cd packages/engine && wasm-pack build --release --out-dir pkg",
"copy-modules": "node scripts/copy-engine-modules.mjs"
},
"author": "yhh",
"license": "MIT",
"devDependencies": {
"@commitlint/cli": "^18.6.0",
"@commitlint/config-conventional": "^18.6.0",
"@eslint/js": "^9.39.1",
"@iconify/json": "^2.2.388",
"@rollup/plugin-commonjs": "^28.0.3",
"@rollup/plugin-node-resolve": "^16.0.1",
@@ -100,9 +96,11 @@
"semver": "^7.6.3",
"size-limit": "^11.0.2",
"ts-jest": "^29.4.0",
"turbo": "^2.6.1",
"typedoc": "^0.28.13",
"typedoc-plugin-markdown": "^4.9.0",
"typescript": "^5.8.3",
"typescript-eslint": "^8.47.0",
"unplugin-icons": "^22.3.0",
"vitepress": "^1.6.4"
},
@@ -123,3 +121,4 @@
"ws": "^8.18.2"
}
}

View File

@@ -0,0 +1,50 @@
{
"name": "@esengine/asset-system-editor",
"version": "1.0.0",
"description": "Editor-side asset management: meta files, packing, and bundling",
"type": "module",
"main": "dist/index.js",
"module": "dist/index.js",
"types": "dist/index.d.ts",
"exports": {
".": {
"types": "./dist/index.d.ts",
"import": "./dist/index.js"
}
},
"files": [
"dist"
],
"scripts": {
"build": "tsup",
"build:watch": "tsup --watch",
"clean": "rimraf dist",
"type-check": "tsc --noEmit"
},
"keywords": [
"ecs",
"asset",
"editor",
"bundle",
"packing"
],
"author": "yhh",
"license": "MIT",
"dependencies": {
"@esengine/asset-system": "workspace:*"
},
"devDependencies": {
"@esengine/build-config": "workspace:*",
"rimraf": "^5.0.0",
"tsup": "^8.0.0",
"typescript": "^5.8.3"
},
"publishConfig": {
"access": "public"
},
"repository": {
"type": "git",
"url": "https://github.com/esengine/ecs-framework.git",
"directory": "packages/asset-system-editor"
}
}

View File

@@ -0,0 +1,39 @@
/**
* Asset System Editor
* 资产系统编辑器模块
*
* Editor-side asset management:
* - Meta files (.meta) management
* - Asset packing and bundling
* - Import settings
*
* 编辑器端资产管理:
* - 元数据文件 (.meta) 管理
* - 资产打包和捆绑
* - 导入设置
*/
// Meta file management
export {
AssetMetaManager,
type IAssetMeta,
type IImportSettings,
type IMetaFileSystem,
generateGUID,
getMetaFilePath,
inferAssetType,
getDefaultImportSettings,
createAssetMeta,
serializeAssetMeta,
parseAssetMeta,
isValidGUID
} from './meta/AssetMetaFile';
// Asset packing
export {
AssetPacker,
collectSceneAssets,
type IPackingResult,
type IPackedBundle,
type IAssetFileReader
} from './packing/AssetPacker';

View File

@@ -0,0 +1,424 @@
/**
* Asset Meta File (.meta) Management
* 资产元数据文件 (.meta) 管理
*
* Each asset file has a companion .meta file that stores:
* - GUID: Persistent unique identifier
* - Import settings: How to process the asset
* - Labels: User-defined tags
*
* 每个资产文件都有一个配套的 .meta 文件,存储:
* - GUID持久化唯一标识符
* - 导入设置:如何处理资产
* - 标签:用户定义的标签
*/
import { AssetGUID, AssetType } from '@esengine/asset-system';
/**
* Meta file content structure
* 元数据文件内容结构
*/
export interface IAssetMeta {
/** Persistent unique identifier | 持久化唯一标识符 */
guid: AssetGUID;
/** Asset type | 资产类型 */
type: AssetType;
/** Import settings | 导入设置 */
importSettings?: IImportSettings;
/** User-defined labels | 用户定义的标签 */
labels?: string[];
/** Meta file version | 元数据文件版本 */
version: number;
/** Last modified timestamp | 最后修改时间戳 */
lastModified?: number;
}
/**
* Import settings for different asset types
* 不同资产类型的导入设置
*/
export interface IImportSettings {
// Texture settings | 纹理设置
maxSize?: number;
compression?: 'none' | 'dxt' | 'etc2' | 'astc' | 'webp';
generateMipmaps?: boolean;
filterMode?: 'point' | 'bilinear' | 'trilinear';
wrapMode?: 'clamp' | 'repeat' | 'mirror';
premultiplyAlpha?: boolean;
// Audio settings | 音频设置
audioFormat?: 'mp3' | 'ogg' | 'wav';
sampleRate?: number;
channels?: 1 | 2;
normalize?: boolean;
// General settings | 通用设置
[key: string]: unknown;
}
/**
* Generate a new UUID v4
* 生成新的 UUID v4
*/
export function generateGUID(): AssetGUID {
// Use crypto.randomUUID if available (modern browsers/Node 19+)
if (typeof crypto !== 'undefined' && crypto.randomUUID) {
return crypto.randomUUID();
}
// Fallback implementation
return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, (c) => {
const r = (Math.random() * 16) | 0;
const v = c === 'x' ? r : (r & 0x3) | 0x8;
return v.toString(16);
});
}
/**
* Get meta file path for an asset
* 获取资产的元数据文件路径
*/
export function getMetaFilePath(assetPath: string): string {
return `${assetPath}.meta`;
}
/**
* Infer asset type from file extension
* 根据文件扩展名推断资产类型
*/
export function inferAssetType(path: string): AssetType {
const ext = path.split('.').pop()?.toLowerCase() || '';
const typeMap: Record<string, AssetType> = {
// Textures
png: 'texture',
jpg: 'texture',
jpeg: 'texture',
gif: 'texture',
webp: 'texture',
bmp: 'texture',
svg: 'texture',
// Audio
mp3: 'audio',
wav: 'audio',
ogg: 'audio',
m4a: 'audio',
flac: 'audio',
// Data
json: 'json',
txt: 'text',
xml: 'text',
csv: 'text',
// Scenes and prefabs
ecs: 'scene',
prefab: 'prefab',
// Fonts
ttf: 'font',
otf: 'font',
woff: 'font',
woff2: 'font',
// Shaders
glsl: 'shader',
vert: 'shader',
frag: 'shader',
// Custom types (plugins)
tilemap: 'tilemap',
tileset: 'tileset',
btree: 'behavior-tree',
bp: 'blueprint',
mat: 'material'
};
return typeMap[ext] || 'binary';
}
/**
* Get default import settings for asset type
* 获取资产类型的默认导入设置
*/
export function getDefaultImportSettings(type: AssetType): IImportSettings {
switch (type) {
case 'texture':
return {
maxSize: 2048,
compression: 'none',
generateMipmaps: false,
filterMode: 'bilinear',
wrapMode: 'clamp',
premultiplyAlpha: false
};
case 'audio':
return {
audioFormat: 'mp3',
sampleRate: 44100,
channels: 2,
normalize: false
};
default:
return {};
}
}
/**
* Create a new meta file content
* 创建新的元数据文件内容
*/
export function createAssetMeta(assetPath: string, overrides?: Partial<IAssetMeta>): IAssetMeta {
const type = overrides?.type || inferAssetType(assetPath);
return {
guid: overrides?.guid || generateGUID(),
type,
importSettings: overrides?.importSettings || getDefaultImportSettings(type),
labels: overrides?.labels || [],
version: 1,
lastModified: Date.now()
};
}
/**
* Serialize meta to JSON string
* 将元数据序列化为 JSON 字符串
*/
export function serializeAssetMeta(meta: IAssetMeta): string {
return JSON.stringify(meta, null, 2);
}
/**
* Parse meta from JSON string
* 从 JSON 字符串解析元数据
*/
export function parseAssetMeta(json: string): IAssetMeta {
const meta = JSON.parse(json) as IAssetMeta;
// Validate required fields
if (!meta.guid || typeof meta.guid !== 'string') {
throw new Error('Invalid meta file: missing or invalid guid');
}
if (!meta.type || typeof meta.type !== 'string') {
throw new Error('Invalid meta file: missing or invalid type');
}
// Set defaults for optional fields
meta.version = meta.version || 1;
meta.labels = meta.labels || [];
meta.importSettings = meta.importSettings || {};
return meta;
}
/**
* Validate GUID format (UUID v4)
* 验证 GUID 格式 (UUID v4)
*/
export function isValidGUID(guid: string): boolean {
const uuidRegex = /^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i;
return uuidRegex.test(guid);
}
/**
* Asset Meta File Manager
* 资产元数据文件管理器
*
* Handles reading/writing .meta files through a file system interface.
*/
export class AssetMetaManager {
private _cache = new Map<string, IAssetMeta>();
private _guidToPath = new Map<AssetGUID, string>();
/**
* File system interface for reading/writing files
* 用于读写文件的文件系统接口
*/
private _fs: IMetaFileSystem | null = null;
/**
* Set file system interface
* 设置文件系统接口
*/
setFileSystem(fs: IMetaFileSystem): void {
this._fs = fs;
}
/**
* Get or create meta for an asset
* 获取或创建资产的元数据
*/
async getOrCreateMeta(assetPath: string): Promise<IAssetMeta> {
// Check cache first
const cached = this._cache.get(assetPath);
if (cached) {
return cached;
}
const metaPath = getMetaFilePath(assetPath);
// Try to read existing meta file
if (this._fs) {
try {
if (await this._fs.exists(metaPath)) {
const content = await this._fs.readText(metaPath);
const meta = parseAssetMeta(content);
this._cache.set(assetPath, meta);
this._guidToPath.set(meta.guid, assetPath);
return meta;
}
} catch (e) {
console.warn(`Failed to read meta file: ${metaPath}`, e);
}
}
// Create new meta
const meta = createAssetMeta(assetPath);
this._cache.set(assetPath, meta);
this._guidToPath.set(meta.guid, assetPath);
// Save to file system
if (this._fs) {
try {
await this._fs.writeText(metaPath, serializeAssetMeta(meta));
} catch (e) {
console.warn(`Failed to write meta file: ${metaPath}`, e);
}
}
return meta;
}
/**
* Get meta by GUID
* 根据 GUID 获取元数据
*/
getMetaByGUID(guid: AssetGUID): IAssetMeta | undefined {
const path = this._guidToPath.get(guid);
return path ? this._cache.get(path) : undefined;
}
/**
* Get asset path by GUID
* 根据 GUID 获取资产路径
*/
getPathByGUID(guid: AssetGUID): string | undefined {
return this._guidToPath.get(guid);
}
/**
* Get GUID by asset path
* 根据资产路径获取 GUID
*/
async getGUIDByPath(assetPath: string): Promise<AssetGUID> {
const meta = await this.getOrCreateMeta(assetPath);
return meta.guid;
}
/**
* Update meta and save
* 更新元数据并保存
*/
async updateMeta(assetPath: string, updates: Partial<IAssetMeta>): Promise<void> {
const meta = await this.getOrCreateMeta(assetPath);
// Apply updates
Object.assign(meta, updates);
meta.lastModified = Date.now();
meta.version++;
// Update cache
this._cache.set(assetPath, meta);
// Handle GUID change (rare, but possible)
if (updates.guid && updates.guid !== meta.guid) {
this._guidToPath.delete(meta.guid);
this._guidToPath.set(updates.guid, assetPath);
}
// Save to file system
if (this._fs) {
const metaPath = getMetaFilePath(assetPath);
await this._fs.writeText(metaPath, serializeAssetMeta(meta));
}
}
/**
* Handle asset rename
* 处理资产重命名
*/
async handleAssetRename(oldPath: string, newPath: string): Promise<void> {
const meta = this._cache.get(oldPath);
if (meta) {
// Update cache with new path
this._cache.delete(oldPath);
this._cache.set(newPath, meta);
this._guidToPath.set(meta.guid, newPath);
// Move meta file
if (this._fs) {
const oldMetaPath = getMetaFilePath(oldPath);
const newMetaPath = getMetaFilePath(newPath);
if (await this._fs.exists(oldMetaPath)) {
const content = await this._fs.readText(oldMetaPath);
await this._fs.writeText(newMetaPath, content);
await this._fs.delete(oldMetaPath);
}
}
}
}
/**
* Handle asset delete
* 处理资产删除
*/
async handleAssetDelete(assetPath: string): Promise<void> {
const meta = this._cache.get(assetPath);
if (meta) {
this._cache.delete(assetPath);
this._guidToPath.delete(meta.guid);
// Delete meta file
if (this._fs) {
const metaPath = getMetaFilePath(assetPath);
if (await this._fs.exists(metaPath)) {
await this._fs.delete(metaPath);
}
}
}
}
/**
* Clear cache
* 清除缓存
*/
clear(): void {
this._cache.clear();
this._guidToPath.clear();
}
/**
* Get all cached metas
* 获取所有缓存的元数据
*/
getAllMetas(): Map<string, IAssetMeta> {
return new Map(this._cache);
}
}
/**
* File system interface for meta file operations
* 元数据文件操作的文件系统接口
*/
export interface IMetaFileSystem {
exists(path: string): Promise<boolean>;
readText(path: string): Promise<string>;
writeText(path: string, content: string): Promise<void>;
delete(path: string): Promise<void>;
}

View File

@@ -0,0 +1,408 @@
/**
* Asset Packer
* 资产打包器
*
* Collects and packs assets into bundles for runtime loading.
* 收集并将资产打包成运行时加载的包。
*/
import {
AssetGUID,
AssetType,
IBundleManifest,
IBundleAssetInfo,
IRuntimeCatalog,
IRuntimeBundleInfo,
IRuntimeAssetLocation,
IAssetToPack,
IBundlePackOptions
} from '@esengine/asset-system';
import { IAssetMeta } from '../meta/AssetMetaFile';
/**
* Packing result
* 打包结果
*/
export interface IPackingResult {
/** Generated bundles | 生成的包 */
bundles: IPackedBundle[];
/** Runtime catalog | 运行时目录 */
catalog: IRuntimeCatalog;
/** Total size in bytes | 总大小 */
totalSize: number;
/** Number of assets packed | 打包的资产数量 */
assetCount: number;
/** Packing duration in ms | 打包耗时 */
duration: number;
}
/**
* Packed bundle
* 已打包的包
*/
export interface IPackedBundle {
/** Bundle name | 包名称 */
name: string;
/** Bundle data | 包数据 */
data: ArrayBuffer;
/** Bundle manifest | 包清单 */
manifest: IBundleManifest;
}
/**
* Asset file reader interface
* 资产文件读取器接口
*/
export interface IAssetFileReader {
readBinary(path: string): Promise<ArrayBuffer>;
readText(path: string): Promise<string>;
exists(path: string): Promise<boolean>;
}
/**
* Asset Packer
* 资产打包器
*/
export class AssetPacker {
private _fileReader: IAssetFileReader | null = null;
private _assets: IAssetToPack[] = [];
private _metas = new Map<AssetGUID, IAssetMeta>();
/**
* Set file reader for loading asset data
* 设置用于加载资产数据的文件读取器
*/
setFileReader(reader: IAssetFileReader): void {
this._fileReader = reader;
}
/**
* Add asset to pack
* 添加要打包的资产
*/
addAsset(asset: IAssetToPack, meta?: IAssetMeta): void {
this._assets.push(asset);
if (meta) {
this._metas.set(asset.guid, meta);
}
}
/**
* Add multiple assets
* 添加多个资产
*/
addAssets(assets: IAssetToPack[]): void {
for (const asset of assets) {
this.addAsset(asset);
}
}
/**
* Clear all added assets
* 清除所有已添加的资产
*/
clear(): void {
this._assets = [];
this._metas.clear();
}
/**
* Pack assets into bundles
* 将资产打包成包
*/
async pack(options: IBundlePackOptions = { name: 'main' }): Promise<IPackingResult> {
const startTime = Date.now();
// Group assets for bundling
const groups = this._groupAssets(options);
// Pack each group into a bundle
const bundles: IPackedBundle[] = [];
const catalogAssets: Record<AssetGUID, IRuntimeAssetLocation> = {};
const catalogBundles: Record<string, IRuntimeBundleInfo> = {};
for (const [bundleName, assets] of groups) {
const packed = await this._packBundle(bundleName, assets, options);
bundles.push(packed);
// Add to catalog
catalogBundles[bundleName] = {
url: `assets/${bundleName}.bundle`,
size: packed.data.byteLength,
hash: await this._hashBuffer(packed.data),
preload: bundleName === 'core' || bundleName === 'main'
};
// Add asset locations
for (const assetInfo of packed.manifest.assets) {
catalogAssets[assetInfo.guid] = {
bundle: bundleName,
offset: assetInfo.offset,
size: assetInfo.size,
type: assetInfo.type,
name: assetInfo.name
};
}
}
// Create catalog
const catalog: IRuntimeCatalog = {
version: '1.0',
createdAt: Date.now(),
bundles: catalogBundles,
assets: catalogAssets
};
const totalSize = bundles.reduce((sum, b) => sum + b.data.byteLength, 0);
return {
bundles,
catalog,
totalSize,
assetCount: this._assets.length,
duration: Date.now() - startTime
};
}
/**
* Pack assets by type (textures.bundle, audio.bundle, etc.)
* 按类型打包资产
*/
async packByType(): Promise<IPackingResult> {
return this.pack({
name: 'main',
groupByType: true
});
}
/**
* Group assets for bundling
* 分组资产以便打包
*/
private _groupAssets(options: IBundlePackOptions): Map<string, IAssetToPack[]> {
const groups = new Map<string, IAssetToPack[]>();
if (options.groupByType) {
// Group by asset type
for (const asset of this._assets) {
const bundleName = this._getBundleNameForType(asset.type);
const group = groups.get(bundleName) || [];
group.push(asset);
groups.set(bundleName, group);
}
} else {
// Single bundle
groups.set(options.name, [...this._assets]);
}
// Handle max size splitting
if (options.maxSize) {
const splitGroups = new Map<string, IAssetToPack[]>();
for (const [name, assets] of groups) {
let currentSize = 0;
let partIndex = 0;
let currentGroup: IAssetToPack[] = [];
for (const asset of assets) {
const assetSize = asset.data?.byteLength || 0;
if (currentSize + assetSize > options.maxSize && currentGroup.length > 0) {
splitGroups.set(`${name}_${partIndex}`, currentGroup);
partIndex++;
currentGroup = [];
currentSize = 0;
}
currentGroup.push(asset);
currentSize += assetSize;
}
if (currentGroup.length > 0) {
const finalName = partIndex > 0 ? `${name}_${partIndex}` : name;
splitGroups.set(finalName, currentGroup);
}
}
return splitGroups;
}
return groups;
}
/**
* Get bundle name for asset type
* 获取资产类型的包名称
*/
private _getBundleNameForType(type: AssetType): string {
const typeGroups: Record<string, string[]> = {
textures: ['texture'],
audio: ['audio'],
data: ['json', 'text', 'binary', 'scene', 'prefab'],
fonts: ['font'],
shaders: ['shader', 'material'],
tilemaps: ['tilemap', 'tileset'],
scripts: ['behavior-tree', 'blueprint']
};
for (const [bundleName, types] of Object.entries(typeGroups)) {
if (types.includes(type)) {
return bundleName;
}
}
return 'misc';
}
/**
* Pack a single bundle
* 打包单个包
*/
private async _packBundle(
name: string,
assets: IAssetToPack[],
_options: IBundlePackOptions
): Promise<IPackedBundle> {
const assetInfos: IBundleAssetInfo[] = [];
const dataChunks: ArrayBuffer[] = [];
let currentOffset = 0;
// Load and pack each asset
for (const asset of assets) {
let data = asset.data;
// Load data if not provided
if (!data && this._fileReader) {
try {
data = await this._fileReader.readBinary(asset.path);
} catch (e) {
console.warn(`[AssetPacker] Failed to load asset: ${asset.path}`, e);
continue;
}
}
if (!data) {
console.warn(`[AssetPacker] No data for asset: ${asset.guid}`);
continue;
}
// Align to 4 bytes
const padding = (4 - (data.byteLength % 4)) % 4;
const paddedSize = data.byteLength + padding;
assetInfos.push({
guid: asset.guid,
name: asset.name,
type: asset.type,
offset: currentOffset,
size: data.byteLength
});
// Add data with padding
dataChunks.push(data);
if (padding > 0) {
dataChunks.push(new ArrayBuffer(padding));
}
currentOffset += paddedSize;
}
// Combine all data
const totalSize = dataChunks.reduce((sum, chunk) => sum + chunk.byteLength, 0);
const bundleData = new Uint8Array(totalSize);
let offset = 0;
for (const chunk of dataChunks) {
bundleData.set(new Uint8Array(chunk), offset);
offset += chunk.byteLength;
}
// Create manifest
const manifest: IBundleManifest = {
name,
version: '1.0',
hash: await this._hashBuffer(bundleData.buffer),
compression: 'none',
size: bundleData.byteLength,
assets: assetInfos,
dependencies: [],
createdAt: Date.now()
};
return {
name,
data: bundleData.buffer,
manifest
};
}
/**
* Hash a buffer using SHA-256
* 使用 SHA-256 哈希缓冲区
*/
private async _hashBuffer(buffer: ArrayBuffer): Promise<string> {
// Use Web Crypto API if available
if (typeof crypto !== 'undefined' && crypto.subtle) {
const hashBuffer = await crypto.subtle.digest('SHA-256', buffer);
const hashArray = Array.from(new Uint8Array(hashBuffer));
return hashArray.map(b => b.toString(16).padStart(2, '0')).join('').slice(0, 16);
}
// Fallback: simple hash
const view = new Uint8Array(buffer);
let hash = 0;
for (let i = 0; i < view.length; i++) {
hash = ((hash << 5) - hash) + view[i];
hash = hash & hash;
}
return Math.abs(hash).toString(16).padStart(16, '0');
}
}
/**
* Collect assets referenced by a scene
* 收集场景引用的资产
*/
export async function collectSceneAssets(
sceneData: unknown,
_metaManager: { getPathByGUID: (guid: AssetGUID) => string | undefined }
): Promise<AssetGUID[]> {
const guids = new Set<AssetGUID>();
// Recursively find all GUID references
function findGUIDs(obj: unknown): void {
if (!obj || typeof obj !== 'object') return;
if (Array.isArray(obj)) {
for (const item of obj) {
findGUIDs(item);
}
return;
}
const record = obj as Record<string, unknown>;
// Check for GUID fields
for (const [key, value] of Object.entries(record)) {
if (key.endsWith('Guid') || key.endsWith('GUID') || key === 'guid') {
if (typeof value === 'string' && isValidGUID(value)) {
guids.add(value);
}
} else if (typeof value === 'object') {
findGUIDs(value);
}
}
}
findGUIDs(sceneData);
return Array.from(guids);
}
/**
* Validate GUID format
* 验证 GUID 格式
*/
function isValidGUID(guid: string): boolean {
const uuidRegex = /^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i;
return uuidRegex.test(guid);
}

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{
"compilerOptions": {
"target": "ES2020",
"module": "ESNext",
"lib": ["ES2020", "DOM", "DOM.Iterable"],
"declaration": true,
"declarationMap": true,
"outDir": "./dist",
"rootDir": "./src",
"strict": true,
"esModuleInterop": true,
"skipLibCheck": true,
"forceConsistentCasingInFileNames": true,
"moduleResolution": "node",
"resolveJsonModule": true,
"isolatedModules": true,
"noEmit": false,
"experimentalDecorators": true,
"emitDecoratorMetadata": true,
"sourceMap": true,
"noImplicitAny": true,
"strictNullChecks": true,
"strictFunctionTypes": true,
"strictBindCallApply": true,
"strictPropertyInitialization": true,
"noImplicitThis": true,
"alwaysStrict": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"noImplicitReturns": true,
"noFallthroughCasesInSwitch": true,
"allowSyntheticDefaultImports": true
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist", "**/*.test.ts", "**/*.spec.ts"]
}

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import { defineConfig } from 'tsup';
export default defineConfig({
entry: ['src/index.ts'],
format: ['esm'],
dts: true,
clean: true,
sourcemap: true,
external: ['@esengine/asset-system']
});

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{
"id": "asset-system",
"name": "@esengine/asset-system",
"displayName": "Asset System",
"description": "Asset loading, caching and management | 资源加载、缓存和管理",
"version": "1.0.0",
"category": "Core",
"icon": "FolderOpen",
"tags": [
"asset",
"resource",
"loader"
],
"isCore": true,
"defaultEnabled": true,
"isEngineModule": true,
"canContainContent": false,
"platforms": [
"web",
"desktop",
"mobile"
],
"dependencies": [
"core"
],
"exports": {
"loaders": [
"TextureLoader",
"JsonLoader",
"TextLoader",
"BinaryLoader"
],
"other": [
"AssetManager",
"AssetDatabase",
"AssetCache"
]
},
"requiresWasm": false,
"outputPath": "dist/index.js"
}

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{
"name": "@esengine/asset-system",
"version": "1.0.0",
"description": "Asset management system for ES Engine",
"type": "module",
"main": "dist/index.js",
"module": "dist/index.js",
"types": "dist/index.d.ts",
"exports": {
".": {
"types": "./dist/index.d.ts",
"import": "./dist/index.js"
}
},
"files": [
"dist"
],
"scripts": {
"build": "tsup",
"build:watch": "tsup --watch",
"clean": "rimraf dist",
"type-check": "tsc --noEmit"
},
"keywords": [
"ecs",
"asset",
"resource",
"bundle"
],
"author": "yhh",
"license": "MIT",
"devDependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/build-config": "workspace:*",
"rimraf": "^5.0.0",
"tsup": "^8.0.0",
"typescript": "^5.8.3"
},
"publishConfig": {
"access": "public"
},
"repository": {
"type": "git",
"url": "https://github.com/esengine/ecs-framework.git",
"directory": "packages/asset-system"
}
}

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/**
* Asset Bundle Format Definitions
* 资产包格式定义
*
* Binary format for efficient asset storage and loading.
* 用于高效资产存储和加载的二进制格式。
*/
import { AssetGUID, AssetType } from '../types/AssetTypes';
/**
* Bundle file magic number
* 包文件魔数
*/
export const BUNDLE_MAGIC = 'ESBNDL';
/**
* Bundle format version
* 包格式版本
*/
export const BUNDLE_VERSION = 1;
/**
* Bundle compression types
* 包压缩类型
*/
export enum BundleCompression {
None = 0,
Gzip = 1,
Brotli = 2
}
/**
* Bundle flags
* 包标志
*/
export enum BundleFlags {
None = 0,
Compressed = 1 << 0,
Encrypted = 1 << 1,
Streaming = 1 << 2
}
/**
* Asset type codes for binary serialization
* 用于二进制序列化的资产类型代码
*/
export const AssetTypeCode: Record<string, number> = {
texture: 1,
audio: 2,
json: 3,
text: 4,
binary: 5,
scene: 6,
prefab: 7,
font: 8,
shader: 9,
material: 10,
mesh: 11,
animation: 12,
tilemap: 20,
tileset: 21,
'behavior-tree': 22,
blueprint: 23
};
/**
* Bundle header structure (32 bytes)
* 包头结构 (32 字节)
*/
export interface IBundleHeader {
/** Magic number "ESBNDL" | 魔数 */
magic: string;
/** Format version | 格式版本 */
version: number;
/** Bundle flags | 包标志 */
flags: BundleFlags;
/** Compression type | 压缩类型 */
compression: BundleCompression;
/** Number of assets | 资产数量 */
assetCount: number;
/** TOC offset from start | TOC 偏移量 */
tocOffset: number;
/** Data offset from start | 数据偏移量 */
dataOffset: number;
}
/**
* Table of Contents entry (40 bytes per entry)
* 目录条目 (每条 40 字节)
*/
export interface IBundleTocEntry {
/** Asset GUID (16 bytes as UUID binary) | 资产 GUID */
guid: AssetGUID;
/** Asset type code | 资产类型代码 */
typeCode: number;
/** Offset from data section start | 相对于数据段起始的偏移 */
offset: number;
/** Compressed size in bytes | 压缩后大小 */
compressedSize: number;
/** Uncompressed size in bytes | 未压缩大小 */
uncompressedSize: number;
}
/**
* Bundle manifest (JSON sidecar file)
* 包清单 (JSON 附属文件)
*/
export interface IBundleManifest {
/** Bundle name | 包名称 */
name: string;
/** Bundle version | 包版本 */
version: string;
/** Content hash for integrity | 内容哈希 */
hash: string;
/** Compression type | 压缩类型 */
compression: 'none' | 'gzip' | 'brotli';
/** Total bundle size | 包总大小 */
size: number;
/** Assets in this bundle | 包含的资产 */
assets: IBundleAssetInfo[];
/** Dependencies on other bundles | 依赖的其他包 */
dependencies: string[];
/** Creation timestamp | 创建时间戳 */
createdAt: number;
}
/**
* Asset info in bundle manifest
* 包清单中的资产信息
*/
export interface IBundleAssetInfo {
/** Asset GUID | 资产 GUID */
guid: AssetGUID;
/** Asset name (for debugging) | 资产名称 (用于调试) */
name: string;
/** Asset type | 资产类型 */
type: AssetType;
/** Offset in bundle | 包内偏移 */
offset: number;
/** Size in bytes | 大小 */
size: number;
}
/**
* Runtime catalog format (loaded in browser)
* 运行时目录格式 (在浏览器中加载)
*/
export interface IRuntimeCatalog {
/** Catalog version | 目录版本 */
version: string;
/** Creation timestamp | 创建时间戳 */
createdAt: number;
/** Available bundles | 可用的包 */
bundles: Record<string, IRuntimeBundleInfo>;
/** Asset GUID to location mapping | 资产 GUID 到位置的映射 */
assets: Record<AssetGUID, IRuntimeAssetLocation>;
}
/**
* Bundle info in runtime catalog
* 运行时目录中的包信息
*/
export interface IRuntimeBundleInfo {
/** Bundle URL (relative to catalog) | 包 URL */
url: string;
/** Bundle size in bytes | 包大小 */
size: number;
/** Content hash | 内容哈希 */
hash: string;
/** Whether bundle is preloaded | 是否预加载 */
preload?: boolean;
}
/**
* Asset location in runtime catalog
* 运行时目录中的资产位置
*/
export interface IRuntimeAssetLocation {
/** Bundle name containing this asset | 包含此资产的包名 */
bundle: string;
/** Offset within bundle | 包内偏移 */
offset: number;
/** Size in bytes | 大小 */
size: number;
/** Asset type | 资产类型 */
type: AssetType;
/** Asset name (for debugging) | 资产名称 */
name?: string;
}
/**
* Bundle packing options
* 包打包选项
*/
export interface IBundlePackOptions {
/** Bundle name | 包名称 */
name: string;
/** Compression type | 压缩类型 */
compression?: BundleCompression;
/** Maximum bundle size (split if exceeded) | 最大包大小 */
maxSize?: number;
/** Group assets by type | 按类型分组资产 */
groupByType?: boolean;
/** Include asset names in bundle | 在包中包含资产名称 */
includeNames?: boolean;
}
/**
* Asset to pack
* 要打包的资产
*/
export interface IAssetToPack {
/** Asset GUID | 资产 GUID */
guid: AssetGUID;
/** Asset path (for reading) | 资产路径 */
path: string;
/** Asset type | 资产类型 */
type: AssetType;
/** Asset name | 资产名称 */
name: string;
/** Raw data (or null to read from path) | 原始数据 */
data?: ArrayBuffer;
}
/**
* Parse GUID from 16-byte binary
* 从 16 字节二进制解析 GUID
*/
export function parseGUIDFromBinary(bytes: Uint8Array): AssetGUID {
const hex = Array.from(bytes)
.map(b => b.toString(16).padStart(2, '0'))
.join('');
return `${hex.slice(0, 8)}-${hex.slice(8, 12)}-${hex.slice(12, 16)}-${hex.slice(16, 20)}-${hex.slice(20, 32)}`;
}
/**
* Serialize GUID to 16-byte binary
* 将 GUID 序列化为 16 字节二进制
*/
export function serializeGUIDToBinary(guid: AssetGUID): Uint8Array {
const hex = guid.replace(/-/g, '');
const bytes = new Uint8Array(16);
for (let i = 0; i < 16; i++) {
bytes[i] = parseInt(hex.slice(i * 2, i * 2 + 2), 16);
}
return bytes;
}
/**
* Get type code from asset type string
* 从资产类型字符串获取类型代码
*/
export function getAssetTypeCode(type: AssetType): number {
return AssetTypeCode[type] || 0;
}
/**
* Get asset type string from type code
* 从类型代码获取资产类型字符串
*/
export function getAssetTypeFromCode(code: number): AssetType {
for (const [type, typeCode] of Object.entries(AssetTypeCode)) {
if (typeCode === code) {
return type as AssetType;
}
}
return 'binary';
}

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/**
* Asset cache implementation
* 资产缓存实现
*/
import { AssetGUID } from '../types/AssetTypes';
/**
* Cache entry
* 缓存条目
*/
interface CacheEntry {
guid: AssetGUID;
asset: unknown;
lastAccessTime: number;
accessCount: number;
}
/**
* Asset cache implementation
* 资产缓存实现
*/
export class AssetCache {
private readonly _cache = new Map<AssetGUID, CacheEntry>();
constructor() {
// 无配置,无限制缓存 / No config, unlimited cache
}
/**
* Get cached asset
* 获取缓存的资产
*/
get<T = unknown>(guid: AssetGUID): T | null {
const entry = this._cache.get(guid);
if (!entry) return null;
// 更新访问信息 / Update access info
entry.lastAccessTime = Date.now();
entry.accessCount++;
return entry.asset as T;
}
/**
* Set cached asset
* 设置缓存的资产
*/
set<T = unknown>(guid: AssetGUID, asset: T): void {
const now = Date.now();
const entry: CacheEntry = {
guid,
asset,
lastAccessTime: now,
accessCount: 1
};
// 如果已存在,更新 / Update if exists
const oldEntry = this._cache.get(guid);
if (oldEntry) {
entry.accessCount = oldEntry.accessCount + 1;
}
this._cache.set(guid, entry);
}
/**
* Check if asset is cached
* 检查资产是否缓存
*/
has(guid: AssetGUID): boolean {
return this._cache.has(guid);
}
/**
* Remove asset from cache
* 从缓存移除资产
*/
remove(guid: AssetGUID): void {
this._cache.delete(guid);
}
/**
* Clear all cache
* 清空所有缓存
*/
clear(): void {
this._cache.clear();
}
/**
* Get cache size
* 获取缓存大小
*/
getSize(): number {
return this._cache.size;
}
/**
* Get all cached GUIDs
* 获取所有缓存的GUID
*/
getAllGuids(): AssetGUID[] {
return Array.from(this._cache.keys());
}
/**
* Get cache statistics
* 获取缓存统计
*/
getStatistics(): {
count: number;
entries: Array<{
guid: AssetGUID;
accessCount: number;
lastAccessTime: number;
}>;
} {
const entries = Array.from(this._cache.values()).map((entry) => ({
guid: entry.guid,
accessCount: entry.accessCount,
lastAccessTime: entry.lastAccessTime
}));
return {
count: this._cache.size,
entries
};
}
}

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/**
* Asset database for managing asset metadata
* 用于管理资产元数据的资产数据库
*/
import {
AssetGUID,
AssetType,
IAssetMetadata,
IAssetCatalogEntry
} from '../types/AssetTypes';
/**
* Asset database implementation
* 资产数据库实现
*/
export class AssetDatabase {
private readonly _metadata = new Map<AssetGUID, IAssetMetadata>();
private readonly _pathToGuid = new Map<string, AssetGUID>();
private readonly _typeToGuids = new Map<AssetType, Set<AssetGUID>>();
private readonly _labelToGuids = new Map<string, Set<AssetGUID>>();
private readonly _dependencies = new Map<AssetGUID, Set<AssetGUID>>();
private readonly _dependents = new Map<AssetGUID, Set<AssetGUID>>();
/** Project root path for resolving relative paths. | 项目根路径,用于解析相对路径。 */
private _projectRoot: string | null = null;
/**
* Set project root path.
* 设置项目根路径。
*
* @param path - Absolute path to project root. | 项目根目录的绝对路径。
*/
setProjectRoot(path: string): void {
this._projectRoot = path;
}
/**
* Get project root path.
* 获取项目根路径。
*/
getProjectRoot(): string | null {
return this._projectRoot;
}
/**
* Resolve relative path to absolute path.
* 将相对路径解析为绝对路径。
*
* @param relativePath - Relative asset path (e.g., "assets/texture.png"). | 相对资产路径。
* @returns Absolute file system path. | 绝对文件系统路径。
*/
resolveAbsolutePath(relativePath: string): string {
// Already absolute path (Windows or Unix).
// 已经是绝对路径。
if (relativePath.match(/^[a-zA-Z]:/) || relativePath.startsWith('/')) {
return relativePath;
}
// No project root set, return as-is.
// 未设置项目根路径,原样返回。
if (!this._projectRoot) {
return relativePath;
}
// Join with project root.
// 与项目根路径拼接。
const separator = this._projectRoot.includes('\\') ? '\\' : '/';
const normalizedPath = relativePath.replace(/[/\\]/g, separator);
return `${this._projectRoot}${separator}${normalizedPath}`;
}
/**
* Convert absolute path to relative path.
* 将绝对路径转换为相对路径。
*
* @param absolutePath - Absolute file system path. | 绝对文件系统路径。
* @returns Relative asset path, or null if not under project root. | 相对资产路径。
*/
toRelativePath(absolutePath: string): string | null {
if (!this._projectRoot) {
return null;
}
const normalizedAbs = absolutePath.replace(/\\/g, '/');
const normalizedRoot = this._projectRoot.replace(/\\/g, '/');
if (normalizedAbs.startsWith(normalizedRoot)) {
return normalizedAbs.substring(normalizedRoot.length + 1);
}
return null;
}
/**
* Add asset to database
* 添加资产到数据库
*/
addAsset(metadata: IAssetMetadata): void {
const { guid, path, type, labels, dependencies } = metadata;
// 存储元数据 / Store metadata
this._metadata.set(guid, metadata);
this._pathToGuid.set(path, guid);
// 按类型索引 / Index by type
if (!this._typeToGuids.has(type)) {
this._typeToGuids.set(type, new Set());
}
this._typeToGuids.get(type)!.add(guid);
// 按标签索引 / Index by labels
labels.forEach((label) => {
if (!this._labelToGuids.has(label)) {
this._labelToGuids.set(label, new Set());
}
this._labelToGuids.get(label)!.add(guid);
});
// 建立依赖关系 / Establish dependencies
this.updateDependencies(guid, dependencies);
}
/**
* Remove asset from database
* 从数据库移除资产
*/
removeAsset(guid: AssetGUID): void {
const metadata = this._metadata.get(guid);
if (!metadata) return;
// 清理元数据 / Clean up metadata
this._metadata.delete(guid);
this._pathToGuid.delete(metadata.path);
// 清理类型索引 / Clean up type index
const typeSet = this._typeToGuids.get(metadata.type);
if (typeSet) {
typeSet.delete(guid);
if (typeSet.size === 0) {
this._typeToGuids.delete(metadata.type);
}
}
// 清理标签索引 / Clean up label indices
metadata.labels.forEach((label) => {
const labelSet = this._labelToGuids.get(label);
if (labelSet) {
labelSet.delete(guid);
if (labelSet.size === 0) {
this._labelToGuids.delete(label);
}
}
});
// 清理依赖关系 / Clean up dependencies
this.clearDependencies(guid);
}
/**
* Update asset metadata
* 更新资产元数据
*/
updateAsset(guid: AssetGUID, updates: Partial<IAssetMetadata>): void {
const metadata = this._metadata.get(guid);
if (!metadata) return;
// 如果路径改变,更新索引 / Update index if path changed
if (updates.path && updates.path !== metadata.path) {
this._pathToGuid.delete(metadata.path);
this._pathToGuid.set(updates.path, guid);
}
// 如果类型改变,更新索引 / Update index if type changed
if (updates.type && updates.type !== metadata.type) {
const oldTypeSet = this._typeToGuids.get(metadata.type);
if (oldTypeSet) {
oldTypeSet.delete(guid);
}
if (!this._typeToGuids.has(updates.type)) {
this._typeToGuids.set(updates.type, new Set());
}
this._typeToGuids.get(updates.type)!.add(guid);
}
// 如果依赖改变,更新关系 / Update relations if dependencies changed
if (updates.dependencies) {
this.updateDependencies(guid, updates.dependencies);
}
// 合并更新 / Merge updates
Object.assign(metadata, updates);
metadata.lastModified = Date.now();
metadata.version++;
}
/**
* Get asset metadata
* 获取资产元数据
*/
getMetadata(guid: AssetGUID): IAssetMetadata | undefined {
return this._metadata.get(guid);
}
/**
* Get metadata by path
* 通过路径获取元数据
*/
getMetadataByPath(path: string): IAssetMetadata | undefined {
const guid = this._pathToGuid.get(path);
return guid ? this._metadata.get(guid) : undefined;
}
/**
* Find assets by type
* 按类型查找资产
*/
findAssetsByType(type: AssetType): AssetGUID[] {
const guids = this._typeToGuids.get(type);
return guids ? Array.from(guids) : [];
}
/**
* Find assets by label
* 按标签查找资产
*/
findAssetsByLabel(label: string): AssetGUID[] {
const guids = this._labelToGuids.get(label);
return guids ? Array.from(guids) : [];
}
/**
* Find assets by multiple labels (AND operation)
* 按多个标签查找资产AND操作
*/
findAssetsByLabels(labels: string[]): AssetGUID[] {
if (labels.length === 0) return [];
let result: Set<AssetGUID> | null = null;
for (const label of labels) {
const labelGuids = this._labelToGuids.get(label);
if (!labelGuids || labelGuids.size === 0) return [];
if (!result) {
result = new Set(labelGuids);
} else {
// 交集 / Intersection
const intersection = new Set<AssetGUID>();
labelGuids.forEach((guid) => {
if (result!.has(guid)) {
intersection.add(guid);
}
});
result = intersection;
}
}
return result ? Array.from(result) : [];
}
/**
* Search assets by query
* 通过查询搜索资产
*/
searchAssets(query: {
name?: string;
type?: AssetType;
labels?: string[];
path?: string;
}): AssetGUID[] {
let results = Array.from(this._metadata.keys());
// 按名称过滤 / Filter by name
if (query.name) {
const nameLower = query.name.toLowerCase();
results = results.filter((guid) => {
const metadata = this._metadata.get(guid)!;
return metadata.name.toLowerCase().includes(nameLower);
});
}
// 按类型过滤 / Filter by type
if (query.type) {
const typeGuids = this._typeToGuids.get(query.type);
if (!typeGuids) return [];
results = results.filter((guid) => typeGuids.has(guid));
}
// 按标签过滤 / Filter by labels
if (query.labels && query.labels.length > 0) {
const labelResults = this.findAssetsByLabels(query.labels);
const labelSet = new Set(labelResults);
results = results.filter((guid) => labelSet.has(guid));
}
// 按路径过滤 / Filter by path
if (query.path) {
const pathLower = query.path.toLowerCase();
results = results.filter((guid) => {
const metadata = this._metadata.get(guid)!;
return metadata.path.toLowerCase().includes(pathLower);
});
}
return results;
}
/**
* Get asset dependencies
* 获取资产依赖
*/
getDependencies(guid: AssetGUID): AssetGUID[] {
const deps = this._dependencies.get(guid);
return deps ? Array.from(deps) : [];
}
/**
* Get asset dependents (assets that depend on this one)
* 获取资产的依赖者(依赖此资产的其他资产)
*/
getDependents(guid: AssetGUID): AssetGUID[] {
const deps = this._dependents.get(guid);
return deps ? Array.from(deps) : [];
}
/**
* Get all dependencies recursively
* 递归获取所有依赖
*/
getAllDependencies(guid: AssetGUID, visited = new Set<AssetGUID>()): AssetGUID[] {
if (visited.has(guid)) return [];
visited.add(guid);
const result: AssetGUID[] = [];
const directDeps = this.getDependencies(guid);
for (const dep of directDeps) {
result.push(dep);
const transitiveDeps = this.getAllDependencies(dep, visited);
result.push(...transitiveDeps);
}
return result;
}
/**
* Check for circular dependencies
* 检查循环依赖
*/
hasCircularDependency(guid: AssetGUID): boolean {
const visited = new Set<AssetGUID>();
const recursionStack = new Set<AssetGUID>();
const checkCycle = (current: AssetGUID): boolean => {
visited.add(current);
recursionStack.add(current);
const deps = this.getDependencies(current);
for (const dep of deps) {
if (!visited.has(dep)) {
if (checkCycle(dep)) return true;
} else if (recursionStack.has(dep)) {
return true;
}
}
recursionStack.delete(current);
return false;
};
return checkCycle(guid);
}
/**
* Update dependencies
* 更新依赖关系
*/
private updateDependencies(guid: AssetGUID, newDependencies: AssetGUID[]): void {
// 清除旧的依赖关系 / Clear old dependencies
this.clearDependencies(guid);
// 建立新的依赖关系 / Establish new dependencies
if (newDependencies.length > 0) {
this._dependencies.set(guid, new Set(newDependencies));
// 更新被依赖关系 / Update dependent relations
newDependencies.forEach((dep) => {
if (!this._dependents.has(dep)) {
this._dependents.set(dep, new Set());
}
this._dependents.get(dep)!.add(guid);
});
}
}
/**
* Clear dependencies
* 清除依赖关系
*/
private clearDependencies(guid: AssetGUID): void {
// 清除依赖 / Clear dependencies
const deps = this._dependencies.get(guid);
if (deps) {
deps.forEach((dep) => {
const dependents = this._dependents.get(dep);
if (dependents) {
dependents.delete(guid);
if (dependents.size === 0) {
this._dependents.delete(dep);
}
}
});
this._dependencies.delete(guid);
}
// 清除被依赖 / Clear dependents
const dependents = this._dependents.get(guid);
if (dependents) {
dependents.forEach((dependent) => {
const dependencies = this._dependencies.get(dependent);
if (dependencies) {
dependencies.delete(guid);
if (dependencies.size === 0) {
this._dependencies.delete(dependent);
}
}
});
this._dependents.delete(guid);
}
}
/**
* Get database statistics
* 获取数据库统计
*/
getStatistics(): {
totalAssets: number;
assetsByType: Map<AssetType, number>;
totalDependencies: number;
assetsWithDependencies: number;
circularDependencies: number;
} {
const assetsByType = new Map<AssetType, number>();
this._typeToGuids.forEach((guids, type) => {
assetsByType.set(type, guids.size);
});
let circularDependencies = 0;
this._metadata.forEach((_, guid) => {
if (this.hasCircularDependency(guid)) {
circularDependencies++;
}
});
return {
totalAssets: this._metadata.size,
assetsByType,
totalDependencies: Array.from(this._dependencies.values()).reduce(
(sum, deps) => sum + deps.size,
0
),
assetsWithDependencies: this._dependencies.size,
circularDependencies
};
}
/**
* Export to catalog entries
* 导出为目录条目
*/
exportToCatalog(): IAssetCatalogEntry[] {
const entries: IAssetCatalogEntry[] = [];
this._metadata.forEach((metadata) => {
entries.push({
guid: metadata.guid,
path: metadata.path,
type: metadata.type,
size: metadata.size,
hash: metadata.hash
});
});
return entries;
}
/**
* Clear database
* 清空数据库
*/
clear(): void {
this._metadata.clear();
this._pathToGuid.clear();
this._typeToGuids.clear();
this._labelToGuids.clear();
this._dependencies.clear();
this._dependents.clear();
}
}

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/**
* Priority-based asset loading queue
* 基于优先级的资产加载队列
*/
import { AssetGUID, IAssetLoadOptions } from '../types/AssetTypes';
import { IAssetLoadQueue } from '../interfaces/IAssetManager';
/**
* Queue item
* 队列项
*/
interface QueueItem {
guid: AssetGUID;
priority: number;
options?: IAssetLoadOptions;
timestamp: number;
}
/**
* Asset load queue implementation
* 资产加载队列实现
*/
export class AssetLoadQueue implements IAssetLoadQueue {
private readonly _queue: QueueItem[] = [];
private readonly _guidToIndex = new Map<AssetGUID, number>();
/**
* Add to queue
* 添加到队列
*/
enqueue(guid: AssetGUID, priority: number, options?: IAssetLoadOptions): void {
// 检查是否已在队列中 / Check if already in queue
if (this._guidToIndex.has(guid)) {
this.reprioritize(guid, priority);
return;
}
const item: QueueItem = {
guid,
priority,
options,
timestamp: Date.now()
};
// 二分查找插入位置 / Binary search for insertion position
const index = this.findInsertIndex(priority);
this._queue.splice(index, 0, item);
// 更新索引映射 / Update index mapping
this.updateIndices(index);
}
/**
* Remove from queue
* 从队列移除
*/
dequeue(): { guid: AssetGUID; options?: IAssetLoadOptions } | null {
if (this._queue.length === 0) return null;
const item = this._queue.shift();
if (!item) return null;
// 更新索引映射 / Update index mapping
this._guidToIndex.delete(item.guid);
this.updateIndices(0);
return {
guid: item.guid,
options: item.options
};
}
/**
* Check if queue is empty
* 检查队列是否为空
*/
isEmpty(): boolean {
return this._queue.length === 0;
}
/**
* Get queue size
* 获取队列大小
*/
getSize(): number {
return this._queue.length;
}
/**
* Clear queue
* 清空队列
*/
clear(): void {
this._queue.length = 0;
this._guidToIndex.clear();
}
/**
* Reprioritize item
* 重新设置优先级
*/
reprioritize(guid: AssetGUID, newPriority: number): void {
const index = this._guidToIndex.get(guid);
if (index === undefined) return;
const item = this._queue[index];
if (!item || item.priority === newPriority) return;
// 移除旧项 / Remove old item
this._queue.splice(index, 1);
this._guidToIndex.delete(guid);
// 重新插入 / Reinsert with new priority
item.priority = newPriority;
const newIndex = this.findInsertIndex(newPriority);
this._queue.splice(newIndex, 0, item);
// 更新索引 / Update indices
this.updateIndices(Math.min(index, newIndex));
}
/**
* Find insertion index for priority
* 查找优先级的插入索引
*/
private findInsertIndex(priority: number): number {
let left = 0;
let right = this._queue.length;
while (left < right) {
const mid = Math.floor((left + right) / 2);
// 高优先级在前 / Higher priority first
if (this._queue[mid].priority >= priority) {
left = mid + 1;
} else {
right = mid;
}
}
return left;
}
/**
* Update indices after modification
* 修改后更新索引
*/
private updateIndices(startIndex: number): void {
for (let i = startIndex; i < this._queue.length; i++) {
this._guidToIndex.set(this._queue[i].guid, i);
}
}
/**
* Get queue items (for debugging)
* 获取队列项(用于调试)
*/
getItems(): ReadonlyArray<{
guid: AssetGUID;
priority: number;
waitTime: number;
}> {
const now = Date.now();
return this._queue.map((item) => ({
guid: item.guid,
priority: item.priority,
waitTime: now - item.timestamp
}));
}
/**
* Remove specific item from queue
* 从队列中移除特定项
*/
remove(guid: AssetGUID): boolean {
const index = this._guidToIndex.get(guid);
if (index === undefined) return false;
this._queue.splice(index, 1);
this._guidToIndex.delete(guid);
this.updateIndices(index);
return true;
}
/**
* Check if guid is in queue
* 检查guid是否在队列中
*/
contains(guid: AssetGUID): boolean {
return this._guidToIndex.has(guid);
}
}

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/**
* Asset manager implementation
* 资产管理器实现
*/
import {
AssetGUID,
AssetHandle,
AssetType,
AssetState,
IAssetLoadOptions,
IAssetLoadResult,
IAssetReferenceInfo,
IAssetPreloadGroup,
IAssetLoadProgress,
IAssetMetadata,
AssetLoadError,
IAssetCatalog
} from '../types/AssetTypes';
import {
IAssetManager,
IAssetLoadQueue
} from '../interfaces/IAssetManager';
import { IAssetLoader, IAssetLoaderFactory, IAssetParseContext } from '../interfaces/IAssetLoader';
import { IAssetReader, IAssetContent } from '../interfaces/IAssetReader';
import { AssetCache } from './AssetCache';
import { AssetLoadQueue } from './AssetLoadQueue';
import { AssetLoaderFactory } from '../loaders/AssetLoaderFactory';
import { AssetDatabase } from './AssetDatabase';
/**
* Asset entry in the manager
* 管理器中的资产条目
*/
interface AssetEntry {
guid: AssetGUID;
handle: AssetHandle;
asset: unknown;
metadata: IAssetMetadata;
state: AssetState;
referenceCount: number;
lastAccessTime: number;
loadPromise?: Promise<IAssetLoadResult>;
}
/**
* Asset manager implementation
* 资产管理器实现
*/
export class AssetManager implements IAssetManager {
private readonly _assets = new Map<AssetGUID, AssetEntry>();
private readonly _handleToGuid = new Map<AssetHandle, AssetGUID>();
private readonly _pathToGuid = new Map<string, AssetGUID>();
private readonly _cache: AssetCache;
private readonly _loadQueue: IAssetLoadQueue;
private readonly _loaderFactory: IAssetLoaderFactory;
private readonly _database: AssetDatabase;
/** Asset reader for file operations. | 用于文件操作的资产读取器。 */
private _reader: IAssetReader | null = null;
private _nextHandle: AssetHandle = 1;
private _statistics = {
loadedCount: 0,
failedCount: 0
};
private _isDisposed = false;
private _loadingCount = 0;
constructor(catalog?: IAssetCatalog) {
this._cache = new AssetCache();
this._loadQueue = new AssetLoadQueue();
this._loaderFactory = new AssetLoaderFactory();
this._database = new AssetDatabase();
if (catalog) {
this.initializeFromCatalog(catalog);
}
}
/**
* Set asset reader.
* 设置资产读取器。
*/
setReader(reader: IAssetReader): void {
this._reader = reader;
}
/**
* Set project root path for resolving relative paths.
* 设置项目根路径用于解析相对路径。
*/
setProjectRoot(path: string): void {
this._database.setProjectRoot(path);
}
/**
* Get the asset database.
* 获取资产数据库。
*/
getDatabase(): AssetDatabase {
return this._database;
}
/**
* Initialize from catalog
* 从目录初始化
*/
private initializeFromCatalog(catalog: IAssetCatalog): void {
catalog.entries.forEach((entry, guid) => {
const metadata: IAssetMetadata = {
guid,
path: entry.path,
type: entry.type,
name: entry.path.split('/').pop() || '',
size: entry.size,
hash: entry.hash,
dependencies: [],
labels: [],
tags: new Map(),
lastModified: Date.now(),
version: 1
};
this._database.addAsset(metadata);
this._pathToGuid.set(entry.path, guid);
});
}
/**
* Load asset by GUID
* 通过GUID加载资产
*/
async loadAsset<T = unknown>(
guid: AssetGUID,
options?: IAssetLoadOptions
): Promise<IAssetLoadResult<T>> {
// 检查是否已加载 / Check if already loaded
const entry = this._assets.get(guid);
if (entry) {
if (entry.state === AssetState.Loaded && !options?.forceReload) {
entry.lastAccessTime = Date.now();
return {
asset: entry.asset as T,
handle: entry.handle,
metadata: entry.metadata,
loadTime: 0
};
}
if (entry.state === AssetState.Loading && entry.loadPromise) {
return entry.loadPromise as Promise<IAssetLoadResult<T>>;
}
}
// 获取元数据 / Get metadata
const metadata = this._database.getMetadata(guid);
if (!metadata) {
throw AssetLoadError.fileNotFound(guid, 'Unknown');
}
// 创建加载器 / Create loader
let loader = this._loaderFactory.createLoader(metadata.type);
// 如果没有找到 loader 且类型是 Custom尝试重新解析类型
// If no loader found and type is Custom, try to re-resolve the type
if (!loader && metadata.type === AssetType.Custom) {
const newType = this.resolveAssetType(metadata.path);
if (newType !== AssetType.Custom) {
// 更新 metadata 类型 / Update metadata type
this._database.updateAsset(guid, { type: newType });
loader = this._loaderFactory.createLoader(newType);
}
}
if (!loader) {
throw AssetLoadError.unsupportedType(guid, metadata.type);
}
// 开始加载 / Start loading
const loadStartTime = performance.now();
const newEntry: AssetEntry = {
guid,
handle: this._nextHandle++,
asset: null,
metadata,
state: AssetState.Loading,
referenceCount: 0,
lastAccessTime: Date.now()
};
this._assets.set(guid, newEntry);
this._handleToGuid.set(newEntry.handle, guid);
this._loadingCount++;
// 创建加载Promise / Create loading promise
const loadPromise = this.performLoad<T>(loader, metadata, options, loadStartTime, newEntry);
newEntry.loadPromise = loadPromise;
try {
const result = await loadPromise;
return result;
} catch (error) {
this._statistics.failedCount++;
newEntry.state = AssetState.Failed;
throw error;
} finally {
this._loadingCount--;
delete newEntry.loadPromise;
}
}
/**
* Perform asset loading
* 执行资产加载
*/
private async performLoad<T>(
loader: IAssetLoader,
metadata: IAssetMetadata,
options: IAssetLoadOptions | undefined,
startTime: number,
entry: AssetEntry
): Promise<IAssetLoadResult<T>> {
if (!this._reader) {
throw new Error('Asset reader not set. Call setReader() first.');
}
// Load dependencies first.
// 先加载依赖。
if (metadata.dependencies.length > 0) {
await this.loadDependencies(metadata.dependencies, options);
}
// Resolve absolute path.
// 解析绝对路径。
const absolutePath = this._database.resolveAbsolutePath(metadata.path);
// Read content based on loader's content type.
// 根据加载器的内容类型读取内容。
const content = await this.readContent(loader.contentType, absolutePath);
// Create parse context.
// 创建解析上下文。
const context: IAssetParseContext = {
metadata,
options,
loadDependency: async <D>(relativePath: string) => {
const result = await this.loadAssetByPath<D>(relativePath, options);
return result.asset;
}
};
// Parse asset.
// 解析资产。
const asset = await loader.parse(content, context);
// Update entry.
// 更新条目。
entry.asset = asset;
entry.state = AssetState.Loaded;
// Cache asset.
// 缓存资产。
this._cache.set(metadata.guid, asset);
// Update statistics.
// 更新统计。
this._statistics.loadedCount++;
return {
asset: asset as T,
handle: entry.handle,
metadata,
loadTime: performance.now() - startTime
};
}
/**
* Read content based on content type.
* 根据内容类型读取内容。
*/
private async readContent(contentType: string, absolutePath: string): Promise<IAssetContent> {
if (!this._reader) {
throw new Error('Asset reader not set');
}
switch (contentType) {
case 'text': {
const text = await this._reader.readText(absolutePath);
return { type: 'text', text };
}
case 'binary': {
const binary = await this._reader.readBinary(absolutePath);
return { type: 'binary', binary };
}
case 'image': {
const image = await this._reader.loadImage(absolutePath);
return { type: 'image', image };
}
case 'audio': {
const audioBuffer = await this._reader.loadAudio(absolutePath);
return { type: 'audio', audioBuffer };
}
default:
throw new Error(`Unknown content type: ${contentType}`);
}
}
/**
* Load dependencies
* 加载依赖
*/
private async loadDependencies(
dependencies: AssetGUID[],
options?: IAssetLoadOptions
): Promise<void> {
const promises = dependencies.map((dep) => this.loadAsset(dep, options));
await Promise.all(promises);
}
/**
* Load asset by path
* 通过路径加载资产
*/
async loadAssetByPath<T = unknown>(
path: string,
options?: IAssetLoadOptions
): Promise<IAssetLoadResult<T>> {
const guid = this._pathToGuid.get(path);
if (!guid) {
// 尝试从数据库查找 / Try to find from database
let metadata = this._database.getMetadataByPath(path);
if (!metadata) {
// 动态创建元数据 / Create metadata dynamically
const assetType = this.resolveAssetType(path);
// 生成唯一GUID / Generate unique GUID
const dynamicGuid = `dynamic_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
metadata = {
guid: dynamicGuid,
path: path,
type: assetType,
name: path.split('/').pop() || path.split('\\').pop() || 'unnamed',
size: 0, // 动态加载时未知大小 / Unknown size for dynamic loading
hash: '',
dependencies: [],
labels: [],
tags: new Map(),
lastModified: Date.now(),
version: 1
};
// 注册到数据库 / Register to database
this._database.addAsset(metadata);
this._pathToGuid.set(path, metadata.guid);
} else {
// 如果之前缓存的类型是 Custom检查是否现在有注册的 loader 可以处理
// If previously cached as Custom, check if a registered loader can now handle it
if (metadata.type === AssetType.Custom) {
const newType = this.resolveAssetType(path);
if (newType !== AssetType.Custom) {
metadata.type = newType;
}
}
this._pathToGuid.set(path, metadata.guid);
}
return this.loadAsset<T>(metadata.guid, options);
}
// 同样检查已缓存的资产,如果类型是 Custom 但现在有 loader 可以处理
// Also check cached assets, if type is Custom but now a loader can handle it
const entry = this._assets.get(guid);
if (entry && entry.metadata.type === AssetType.Custom) {
const newType = this.resolveAssetType(path);
if (newType !== AssetType.Custom) {
entry.metadata.type = newType;
}
}
return this.loadAsset<T>(guid, options);
}
/**
* Resolve asset type from path
* 从路径解析资产类型
*/
private resolveAssetType(path: string): AssetType {
// 首先尝试从已注册的加载器获取资产类型 / First try to get asset type from registered loaders
const loaderType = (this._loaderFactory as AssetLoaderFactory).getAssetTypeByPath(path);
if (loaderType !== null) {
return loaderType;
}
// 如果没有找到匹配的加载器,使用默认的扩展名映射 / Fallback to default extension mapping
const fileExt = path.substring(path.lastIndexOf('.')).toLowerCase();
// 默认支持的基础类型 / Default supported basic types
if (['.png', '.jpg', '.jpeg', '.gif', '.webp', '.bmp'].includes(fileExt)) {
return AssetType.Texture;
} else if (['.json'].includes(fileExt)) {
return AssetType.Json;
} else if (['.txt', '.md', '.xml', '.yaml'].includes(fileExt)) {
return AssetType.Text;
}
return AssetType.Custom;
}
/**
* Load multiple assets
* 批量加载资产
*/
async loadAssets(
guids: AssetGUID[],
options?: IAssetLoadOptions
): Promise<Map<AssetGUID, IAssetLoadResult>> {
const results = new Map<AssetGUID, IAssetLoadResult>();
// 并行加载所有资产 / Load all assets in parallel
const promises = guids.map(async (guid) => {
try {
const result = await this.loadAsset(guid, options);
results.set(guid, result);
} catch (error) {
console.error(`Failed to load asset ${guid}:`, error);
}
});
await Promise.all(promises);
return results;
}
/**
* Preload asset group
* 预加载资产组
*/
async preloadGroup(
group: IAssetPreloadGroup,
onProgress?: (progress: IAssetLoadProgress) => void
): Promise<void> {
const totalCount = group.assets.length;
let loadedCount = 0;
let loadedBytes = 0;
let totalBytes = 0;
// 计算总大小 / Calculate total size
for (const guid of group.assets) {
const metadata = this._database.getMetadata(guid);
if (metadata) {
totalBytes += metadata.size;
}
}
// 加载每个资产 / Load each asset
for (const guid of group.assets) {
const metadata = this._database.getMetadata(guid);
if (!metadata) continue;
if (onProgress) {
onProgress({
currentAsset: metadata.name,
loadedCount,
totalCount,
loadedBytes,
totalBytes,
progress: loadedCount / totalCount
});
}
await this.loadAsset(guid, { priority: group.priority });
loadedCount++;
loadedBytes += metadata.size;
}
// 最终进度 / Final progress
if (onProgress) {
onProgress({
currentAsset: '',
loadedCount: totalCount,
totalCount,
loadedBytes: totalBytes,
totalBytes,
progress: 1
});
}
}
/**
* Get loaded asset
* 获取已加载的资产
*/
getAsset<T = unknown>(guid: AssetGUID): T | null {
const entry = this._assets.get(guid);
if (entry && entry.state === AssetState.Loaded) {
entry.lastAccessTime = Date.now();
return entry.asset as T;
}
return null;
}
/**
* Get asset by handle
* 通过句柄获取资产
*/
getAssetByHandle<T = unknown>(handle: AssetHandle): T | null {
const guid = this._handleToGuid.get(handle);
if (!guid) return null;
return this.getAsset<T>(guid);
}
/**
* Get loaded asset by path (synchronous)
* 通过路径获取已加载的资产(同步)
*
* Returns the asset if it's already loaded, null otherwise.
* 如果资产已加载则返回资产,否则返回 null。
*/
getAssetByPath<T = unknown>(path: string): T | null {
const guid = this._pathToGuid.get(path);
if (!guid) return null;
return this.getAsset<T>(guid);
}
/**
* Check if asset is loaded
* 检查资产是否已加载
*/
isLoaded(guid: AssetGUID): boolean {
const entry = this._assets.get(guid);
return entry?.state === AssetState.Loaded;
}
/**
* Get asset state
* 获取资产状态
*/
getAssetState(guid: AssetGUID): AssetState {
const entry = this._assets.get(guid);
return entry?.state || AssetState.Unloaded;
}
/**
* Unload asset
* 卸载资产
*/
unloadAsset(guid: AssetGUID): void {
const entry = this._assets.get(guid);
if (!entry) return;
// 检查引用计数 / Check reference count
if (entry.referenceCount > 0) {
return;
}
// 获取加载器以释放资源 / Get loader to dispose resources
const loader = this._loaderFactory.createLoader(entry.metadata.type);
if (loader) {
loader.dispose(entry.asset);
}
// 清理条目 / Clean up entry
this._handleToGuid.delete(entry.handle);
this._assets.delete(guid);
this._cache.remove(guid);
// 更新统计 / Update statistics
this._statistics.loadedCount--;
entry.state = AssetState.Unloaded;
}
/**
* Unload all assets
* 卸载所有资产
*/
unloadAllAssets(): void {
const guids = Array.from(this._assets.keys());
guids.forEach((guid) => this.unloadAsset(guid));
}
/**
* Unload unused assets
* 卸载未使用的资产
*/
unloadUnusedAssets(): void {
const guids = Array.from(this._assets.keys());
guids.forEach((guid) => {
const entry = this._assets.get(guid);
if (entry && entry.referenceCount === 0) {
this.unloadAsset(guid);
}
});
}
/**
* Add reference to asset
* 增加资产引用
*/
addReference(guid: AssetGUID): void {
const entry = this._assets.get(guid);
if (entry) {
entry.referenceCount++;
}
}
/**
* Remove reference from asset
* 移除资产引用
*/
removeReference(guid: AssetGUID): void {
const entry = this._assets.get(guid);
if (entry && entry.referenceCount > 0) {
entry.referenceCount--;
}
}
/**
* Get reference info
* 获取引用信息
*/
getReferenceInfo(guid: AssetGUID): IAssetReferenceInfo | null {
const entry = this._assets.get(guid);
if (!entry) return null;
return {
guid,
handle: entry.handle,
referenceCount: entry.referenceCount,
lastAccessTime: entry.lastAccessTime,
state: entry.state
};
}
/**
* Register custom loader
* 注册自定义加载器
*/
registerLoader(type: AssetType, loader: IAssetLoader): void {
this._loaderFactory.registerLoader(type, loader);
}
/**
* Get asset statistics
* 获取资产统计信息
*/
getStatistics(): { loadedCount: number; loadQueue: number; failedCount: number } {
return {
loadedCount: this._statistics.loadedCount,
loadQueue: this._loadQueue.getSize(),
failedCount: this._statistics.failedCount
};
}
/**
* Clear cache
* 清空缓存
*/
clearCache(): void {
this._cache.clear();
}
/**
* Dispose manager
* 释放管理器
*/
dispose(): void {
if (this._isDisposed) return;
this.unloadAllAssets();
this._cache.clear();
this._loadQueue.clear();
this._assets.clear();
this._handleToGuid.clear();
this._pathToGuid.clear();
this._isDisposed = true;
}
}

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/**
* Asset path resolver for different platforms and protocols
* 不同平台和协议的资产路径解析器
*/
import { AssetPlatform } from '../types/AssetTypes';
import { PathValidator } from '../utils/PathValidator';
/**
* Asset path resolver configuration
* 资产路径解析器配置
*/
export interface IAssetPathConfig {
/** Base URL for web assets | Web资产的基础URL */
baseUrl?: string;
/** Asset directory path | 资产目录路径 */
assetDir?: string;
/** Asset host for asset:// protocol | 资产协议的主机名 */
assetHost?: string;
/** Current platform | 当前平台 */
platform?: AssetPlatform;
/** Custom path transformer | 自定义路径转换器 */
pathTransformer?: (path: string) => string;
}
/**
* Asset path resolver
* 资产路径解析器
*/
export class AssetPathResolver {
private config: IAssetPathConfig;
constructor(config: IAssetPathConfig = {}) {
this.config = {
baseUrl: '',
assetDir: 'assets',
platform: AssetPlatform.H5,
...config
};
}
/**
* Update configuration
* 更新配置
*/
updateConfig(config: Partial<IAssetPathConfig>): void {
this.config = { ...this.config, ...config };
}
/**
* Resolve asset path to full URL
* 解析资产路径为完整URL
*/
resolve(path: string): string {
// Validate input path
const validation = PathValidator.validate(path);
if (!validation.valid) {
console.warn(`Invalid asset path: ${path} - ${validation.reason}`);
// Sanitize the path instead of throwing
path = PathValidator.sanitize(path);
if (!path) {
throw new Error(`Cannot resolve invalid path: ${validation.reason}`);
}
}
// Already a full URL
// 已经是完整URL
if (this.isAbsoluteUrl(path)) {
return path;
}
// Data URL
// 数据URL
if (path.startsWith('data:')) {
return path;
}
// Normalize the path
path = PathValidator.normalize(path);
// Apply custom transformer if provided
// 应用自定义转换器(如果提供)
if (this.config.pathTransformer) {
path = this.config.pathTransformer(path);
// Transformer output is trusted (may be absolute path or asset:// URL)
// 转换器输出是可信的(可能是绝对路径或 asset:// URL
return path;
}
// Platform-specific resolution
// 平台特定解析
switch (this.config.platform) {
case AssetPlatform.H5:
return this.resolveH5Path(path);
case AssetPlatform.WeChat:
return this.resolveWeChatPath(path);
case AssetPlatform.Playable:
return this.resolvePlayablePath(path);
case AssetPlatform.Android:
case AssetPlatform.iOS:
return this.resolveMobilePath(path);
case AssetPlatform.Editor:
return this.resolveEditorPath(path);
default:
return this.resolveH5Path(path);
}
}
/**
* Resolve path for H5 platform
* 解析H5平台路径
*/
private resolveH5Path(path: string): string {
// Remove leading slash if present
// 移除开头的斜杠(如果存在)
path = path.replace(/^\//, '');
// Combine with base URL and asset directory
// 与基础URL和资产目录结合
const base = this.config.baseUrl || (typeof window !== 'undefined' ? window.location.origin : '');
const assetDir = this.config.assetDir || 'assets';
return `${base}/${assetDir}/${path}`.replace(/\/+/g, '/');
}
/**
* Resolve path for WeChat Mini Game
* 解析微信小游戏路径
*/
private resolveWeChatPath(path: string): string {
// WeChat mini games use relative paths
// 微信小游戏使用相对路径
return `${this.config.assetDir}/${path}`.replace(/\/+/g, '/');
}
/**
* Resolve path for Playable Ads platform
* 解析试玩广告平台路径
*/
private resolvePlayablePath(path: string): string {
// Playable ads typically use base64 embedded resources or relative paths
// 试玩广告通常使用base64内嵌资源或相对路径
// If custom transformer is provided (e.g., for base64 encoding)
// 如果提供了自定义转换器例如用于base64编码
if (this.config.pathTransformer) {
return this.config.pathTransformer(path);
}
// Default to relative path without directory prefix
// 默认使用不带目录前缀的相对路径
return path;
}
/**
* Resolve path for mobile platform (Android/iOS)
* 解析移动平台路径Android/iOS
*/
private resolveMobilePath(path: string): string {
// Mobile platforms use relative paths or file:// protocol
// 移动平台使用相对路径或file://协议
return `./${this.config.assetDir}/${path}`.replace(/\/+/g, '/');
}
/**
* Resolve path for Editor platform (Tauri)
* 解析编辑器平台路径Tauri
*/
private resolveEditorPath(path: string): string {
// For Tauri editor, use pathTransformer if provided
// 对于Tauri编辑器使用pathTransformer如果提供
if (this.config.pathTransformer) {
return this.config.pathTransformer(path);
}
// Use configurable asset host or default to 'localhost'
// 使用可配置的资产主机或默认为 'localhost'
const host = this.config.assetHost || 'localhost';
const sanitizedPath = PathValidator.sanitize(path);
return `asset://${host}/${sanitizedPath}`;
}
/**
* Check if path is absolute URL
* 检查路径是否为绝对URL
*/
private isAbsoluteUrl(path: string): boolean {
return /^(https?:\/\/|file:\/\/|asset:\/\/)/.test(path);
}
/**
* Get asset directory from path
* 从路径获取资产目录
*/
getAssetDirectory(path: string): string {
const resolved = this.resolve(path);
const lastSlash = resolved.lastIndexOf('/');
return lastSlash >= 0 ? resolved.substring(0, lastSlash) : '';
}
/**
* Get asset filename from path
* 从路径获取资产文件名
*/
getAssetFilename(path: string): string {
const resolved = this.resolve(path);
const lastSlash = resolved.lastIndexOf('/');
return lastSlash >= 0 ? resolved.substring(lastSlash + 1) : resolved;
}
/**
* Join paths
* 连接路径
*/
join(...paths: string[]): string {
return paths.join('/').replace(/\/+/g, '/');
}
/**
* Normalize path
* 规范化路径
*/
normalize(path: string): string {
return path.replace(/\\/g, '/').replace(/\/+/g, '/');
}
}
/**
* Global asset path resolver instance
* 全局资产路径解析器实例
*/
export const globalPathResolver = new AssetPathResolver();

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/**
* Asset reference for lazy loading
* 用于懒加载的资产引用
*/
import { AssetGUID, IAssetLoadOptions, AssetState } from '../types/AssetTypes';
import { IAssetManager } from '../interfaces/IAssetManager';
/**
* Asset reference class for lazy loading
* 懒加载资产引用类
*/
export class AssetReference<T = unknown> {
private _guid: AssetGUID;
private _asset?: T;
private _loadPromise?: Promise<T>;
private _manager?: IAssetManager;
private _isReleased = false;
private _autoRelease = false;
/**
* Constructor
* 构造函数
*/
constructor(guid: AssetGUID, manager?: IAssetManager) {
this._guid = guid;
this._manager = manager;
}
/**
* Get asset GUID
* 获取资产GUID
*/
get guid(): AssetGUID {
return this._guid;
}
/**
* Check if asset is loaded
* 检查资产是否已加载
*/
get isLoaded(): boolean {
return this._asset !== undefined && !this._isReleased;
}
/**
* Get asset synchronously (returns null if not loaded)
* 同步获取资产如果未加载则返回null
*/
get asset(): T | null {
return this._asset ?? null;
}
/**
* Set asset manager
* 设置资产管理器
*/
setManager(manager: IAssetManager): void {
this._manager = manager;
}
/**
* Load asset asynchronously
* 异步加载资产
*/
async loadAsync(options?: IAssetLoadOptions): Promise<T> {
if (this._isReleased) {
throw new Error(`Asset reference ${this._guid} has been released`);
}
// 如果已经加载,直接返回 / Return if already loaded
if (this._asset !== undefined) {
return this._asset;
}
// 如果正在加载返回加载Promise / Return loading promise if loading
if (this._loadPromise) {
return this._loadPromise;
}
if (!this._manager) {
throw new Error('Asset manager not set for AssetReference');
}
// 开始加载 / Start loading
this._loadPromise = this.performLoad(options);
try {
const asset = await this._loadPromise;
return asset;
} finally {
this._loadPromise = undefined;
}
}
/**
* Perform asset loading
* 执行资产加载
*/
private async performLoad(options?: IAssetLoadOptions): Promise<T> {
if (!this._manager) {
throw new Error('Asset manager not set');
}
const result = await this._manager.loadAsset<T>(this._guid, options);
this._asset = result.asset;
// 增加引用计数 / Increase reference count
this._manager.addReference(this._guid);
return this._asset;
}
/**
* Release asset reference
* 释放资产引用
*/
release(): void {
if (this._isReleased) return;
if (this._manager && this._asset !== undefined) {
// 减少引用计数 / Decrease reference count
this._manager.removeReference(this._guid);
// 如果引用计数为0可以考虑卸载 / Consider unloading if reference count is 0
const refInfo = this._manager.getReferenceInfo(this._guid);
if (refInfo && refInfo.referenceCount === 0 && this._autoRelease) {
this._manager.unloadAsset(this._guid);
}
}
this._asset = undefined;
this._isReleased = true;
}
/**
* Set auto-release mode
* 设置自动释放模式
*/
setAutoRelease(autoRelease: boolean): void {
this._autoRelease = autoRelease;
}
/**
* Validate reference
* 验证引用
*/
validate(): boolean {
if (!this._manager) return false;
const state = this._manager.getAssetState(this._guid);
return state !== AssetState.Failed;
}
/**
* Get asset state
* 获取资产状态
*/
getState(): AssetState {
if (this._isReleased) return AssetState.Unloaded;
if (!this._manager) return AssetState.Unloaded;
return this._manager.getAssetState(this._guid);
}
/**
* Clone reference
* 克隆引用
*/
clone(): AssetReference<T> {
const newRef = new AssetReference<T>(this._guid, this._manager);
newRef.setAutoRelease(this._autoRelease);
return newRef;
}
/**
* Convert to JSON
* 转换为JSON
*/
toJSON(): { guid: AssetGUID } {
return { guid: this._guid };
}
/**
* Create from JSON
* 从JSON创建
*/
static fromJSON<T = unknown>(
json: { guid: AssetGUID },
manager?: IAssetManager
): AssetReference<T> {
return new AssetReference<T>(json.guid, manager);
}
}
/**
* Weak asset reference that doesn't prevent unloading
* 不阻止卸载的弱资产引用
*/
export class WeakAssetReference<T = unknown> {
private _guid: AssetGUID;
private _manager?: IAssetManager;
constructor(guid: AssetGUID, manager?: IAssetManager) {
this._guid = guid;
this._manager = manager;
}
/**
* Get asset GUID
* 获取资产GUID
*/
get guid(): AssetGUID {
return this._guid;
}
/**
* Try get asset without loading
* 尝试获取资产而不加载
*/
tryGet(): T | null {
if (!this._manager) return null;
return this._manager.getAsset<T>(this._guid);
}
/**
* Load asset if not loaded
* 如果未加载则加载资产
*/
async loadAsync(options?: IAssetLoadOptions): Promise<T> {
if (!this._manager) {
throw new Error('Asset manager not set');
}
const result = await this._manager.loadAsset<T>(this._guid, options);
// 不增加引用计数 / Don't increase reference count for weak reference
return result.asset;
}
/**
* Check if asset is loaded
* 检查资产是否已加载
*/
isLoaded(): boolean {
if (!this._manager) return false;
return this._manager.isLoaded(this._guid);
}
/**
* Set asset manager
* 设置资产管理器
*/
setManager(manager: IAssetManager): void {
this._manager = manager;
}
}
/**
* Asset reference array for managing multiple references
* 用于管理多个引用的资产引用数组
*/
export class AssetReferenceArray<T = unknown> {
private _references: AssetReference<T>[] = [];
private _manager?: IAssetManager;
constructor(guids: AssetGUID[] = [], manager?: IAssetManager) {
this._manager = manager;
this._references = guids.map((guid) => new AssetReference<T>(guid, manager));
}
/**
* Add reference
* 添加引用
*/
add(guid: AssetGUID): void {
this._references.push(new AssetReference<T>(guid, this._manager));
}
/**
* Remove reference
* 移除引用
*/
remove(guid: AssetGUID): boolean {
const index = this._references.findIndex((ref) => ref.guid === guid);
if (index >= 0) {
this._references[index].release();
this._references.splice(index, 1);
return true;
}
return false;
}
/**
* Load all assets
* 加载所有资产
*/
async loadAllAsync(options?: IAssetLoadOptions): Promise<T[]> {
const promises = this._references.map((ref) => ref.loadAsync(options));
return Promise.all(promises);
}
/**
* Release all references
* 释放所有引用
*/
releaseAll(): void {
this._references.forEach((ref) => ref.release());
this._references = [];
}
/**
* Get all loaded assets
* 获取所有已加载的资产
*/
getLoadedAssets(): T[] {
return this._references
.filter((ref) => ref.isLoaded)
.map((ref) => ref.asset!)
.filter((asset) => asset !== null);
}
/**
* Get reference count
* 获取引用数量
*/
get count(): number {
return this._references.length;
}
/**
* Set asset manager
* 设置资产管理器
*/
setManager(manager: IAssetManager): void {
this._manager = manager;
this._references.forEach((ref) => ref.setManager(manager));
}
}

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/**
* Asset System for ECS Framework
* ECS框架的资产系统
*
* Runtime-focused asset management:
* - Asset loading and caching
* - GUID-based asset resolution
* - Bundle loading
*
* For editor-side functionality (meta files, packing), use @esengine/asset-system-editor
*/
// Types
export * from './types/AssetTypes';
// Bundle format (shared types for runtime and editor)
export * from './bundle/BundleFormat';
// Runtime catalog
export { RuntimeCatalog, runtimeCatalog } from './runtime/RuntimeCatalog';
// Interfaces
export * from './interfaces/IAssetLoader';
export * from './interfaces/IAssetManager';
export * from './interfaces/IAssetReader';
export * from './interfaces/IResourceComponent';
// Core
export { AssetManager } from './core/AssetManager';
export { AssetCache } from './core/AssetCache';
export { AssetDatabase } from './core/AssetDatabase';
export { AssetLoadQueue } from './core/AssetLoadQueue';
export { AssetReference, WeakAssetReference, AssetReferenceArray } from './core/AssetReference';
export { AssetPathResolver, globalPathResolver } from './core/AssetPathResolver';
export type { IAssetPathConfig } from './core/AssetPathResolver';
// Loaders
export { AssetLoaderFactory } from './loaders/AssetLoaderFactory';
export { TextureLoader } from './loaders/TextureLoader';
export { JsonLoader } from './loaders/JsonLoader';
export { TextLoader } from './loaders/TextLoader';
export { BinaryLoader } from './loaders/BinaryLoader';
// Integration
export { EngineIntegration } from './integration/EngineIntegration';
export type { IEngineBridge } from './integration/EngineIntegration';
// Services
export { SceneResourceManager } from './services/SceneResourceManager';
export type { IResourceLoader } from './services/SceneResourceManager';
// Utils
export { UVHelper } from './utils/UVHelper';
// Default instance
import { AssetManager } from './core/AssetManager';
/**
* Default asset manager instance
* 默认资产管理器实例
*/
export const assetManager = new AssetManager();
/**
* Initialize asset system with catalog
* 使用目录初始化资产系统
*/
export function initializeAssetSystem(catalog?: IAssetCatalog): AssetManager {
if (catalog) {
return new AssetManager(catalog);
}
return assetManager;
}
// Re-export IAssetCatalog for initializeAssetSystem signature
import type { IAssetCatalog } from './types/AssetTypes';

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/**
* Engine integration for asset system
* 资产系统的引擎集成
*/
import { AssetManager } from '../core/AssetManager';
import { AssetGUID } from '../types/AssetTypes';
import { ITextureAsset } from '../interfaces/IAssetLoader';
import { globalPathResolver } from '../core/AssetPathResolver';
/**
* Engine bridge interface
* 引擎桥接接口
*/
export interface IEngineBridge {
/**
* Load texture to GPU
* 加载纹理到GPU
*/
loadTexture(id: number, url: string): Promise<void>;
/**
* Load multiple textures
* 批量加载纹理
*/
loadTextures(requests: Array<{ id: number; url: string }>): Promise<void>;
/**
* Unload texture from GPU
* 从GPU卸载纹理
*/
unloadTexture(id: number): void;
/**
* Get texture info
* 获取纹理信息
*/
getTextureInfo(id: number): { width: number; height: number } | null;
}
/**
* Asset system engine integration
* 资产系统引擎集成
*/
export class EngineIntegration {
private _assetManager: AssetManager;
private _engineBridge?: IEngineBridge;
private _textureIdMap = new Map<AssetGUID, number>();
private _pathToTextureId = new Map<string, number>();
constructor(assetManager: AssetManager, engineBridge?: IEngineBridge) {
this._assetManager = assetManager;
this._engineBridge = engineBridge;
}
/**
* Set engine bridge
* 设置引擎桥接
*/
setEngineBridge(bridge: IEngineBridge): void {
this._engineBridge = bridge;
}
/**
* Load texture for component
* 为组件加载纹理
*
* AssetManager 内部会处理路径解析,这里只需传入原始路径。
* AssetManager handles path resolution internally, just pass the original path here.
*/
async loadTextureForComponent(texturePath: string): Promise<number> {
// 检查缓存(使用原始路径作为键)
// Check cache (using original path as key)
const existingId = this._pathToTextureId.get(texturePath);
if (existingId) {
return existingId;
}
// 通过资产系统加载AssetManager 内部会解析路径)
// Load through asset system (AssetManager resolves path internally)
const result = await this._assetManager.loadAssetByPath<ITextureAsset>(texturePath);
const textureAsset = result.asset;
// 如果有引擎桥接上传到GPU
// Upload to GPU if bridge exists
// 使用 globalPathResolver 将路径转换为引擎可用的 URL
// Use globalPathResolver to convert path to engine-compatible URL
if (this._engineBridge && textureAsset.data) {
const engineUrl = globalPathResolver.resolve(texturePath);
await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl);
}
// 缓存映射(使用原始路径作为键,避免重复解析)
// Cache mapping (using original path as key to avoid re-resolving)
this._pathToTextureId.set(texturePath, textureAsset.textureId);
return textureAsset.textureId;
}
/**
* Load texture by GUID
* 通过GUID加载纹理
*/
async loadTextureByGuid(guid: AssetGUID): Promise<number> {
// 检查是否已有纹理ID / Check if texture ID exists
const existingId = this._textureIdMap.get(guid);
if (existingId) {
return existingId;
}
// 通过资产系统加载 / Load through asset system
const result = await this._assetManager.loadAsset<ITextureAsset>(guid);
const textureAsset = result.asset;
// 如果有引擎桥接上传到GPU / Upload to GPU if bridge exists
if (this._engineBridge && textureAsset.data) {
const metadata = result.metadata;
await this._engineBridge.loadTexture(textureAsset.textureId, metadata.path);
}
// 缓存映射 / Cache mapping
this._textureIdMap.set(guid, textureAsset.textureId);
return textureAsset.textureId;
}
/**
* Batch load textures
* 批量加载纹理
*/
async loadTexturesBatch(paths: string[]): Promise<Map<string, number>> {
const results = new Map<string, number>();
// 收集需要加载的纹理 / Collect textures to load
const toLoad: string[] = [];
for (const path of paths) {
const existingId = this._pathToTextureId.get(path);
if (existingId) {
results.set(path, existingId);
} else {
toLoad.push(path);
}
}
if (toLoad.length === 0) {
return results;
}
// 并行加载所有纹理 / Load all textures in parallel
const loadPromises = toLoad.map(async (path) => {
try {
const id = await this.loadTextureForComponent(path);
results.set(path, id);
} catch (error) {
console.error(`Failed to load texture: ${path}`, error);
results.set(path, 0); // 使用默认纹理ID / Use default texture ID
}
});
await Promise.all(loadPromises);
return results;
}
/**
* 批量加载资源(通用方法,支持 IResourceLoader 接口)
* Load resources in batch (generic method for IResourceLoader interface)
*
* @param paths 资源路径数组 / Array of resource paths
* @param type 资源类型 / Resource type
* @returns 路径到运行时 ID 的映射 / Map of paths to runtime IDs
*/
async loadResourcesBatch(paths: string[], type: 'texture' | 'audio' | 'font' | 'data'): Promise<Map<string, number>> {
// 目前只支持纹理 / Currently only supports textures
if (type === 'texture') {
return this.loadTexturesBatch(paths);
}
// 其他资源类型暂未实现 / Other resource types not yet implemented
console.warn(`[EngineIntegration] Resource type '${type}' not yet supported`);
return new Map();
}
/**
* Unload texture
* 卸载纹理
*/
unloadTexture(textureId: number): void {
// 从引擎卸载 / Unload from engine
if (this._engineBridge) {
this._engineBridge.unloadTexture(textureId);
}
// 清理映射 / Clean up mappings
for (const [path, id] of this._pathToTextureId.entries()) {
if (id === textureId) {
this._pathToTextureId.delete(path);
break;
}
}
for (const [guid, id] of this._textureIdMap.entries()) {
if (id === textureId) {
this._textureIdMap.delete(guid);
// 也从资产管理器卸载 / Also unload from asset manager
this._assetManager.unloadAsset(guid);
break;
}
}
}
/**
* Get texture ID for path
* 获取路径的纹理ID
*/
getTextureId(path: string): number | null {
return this._pathToTextureId.get(path) || null;
}
/**
* Preload textures for scene
* 为场景预加载纹理
*/
async preloadSceneTextures(texturePaths: string[]): Promise<void> {
await this.loadTexturesBatch(texturePaths);
}
/**
* Clear all texture mappings
* 清空所有纹理映射
*/
clearTextureMappings(): void {
this._textureIdMap.clear();
this._pathToTextureId.clear();
}
/**
* Get statistics
* 获取统计信息
*/
getStatistics(): {
loadedTextures: number;
} {
return {
loadedTextures: this._pathToTextureId.size
};
}
}

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/**
* Asset loader interfaces
* 资产加载器接口
*/
import {
AssetType,
AssetGUID,
IAssetLoadOptions,
IAssetMetadata
} from '../types/AssetTypes';
import type { IAssetContent, AssetContentType } from './IAssetReader';
/**
* Parse context provided to loaders.
* 提供给加载器的解析上下文。
*/
export interface IAssetParseContext {
/** Asset metadata. | 资产元数据。 */
metadata: IAssetMetadata;
/** Load options. | 加载选项。 */
options?: IAssetLoadOptions;
/**
* Load a dependency asset by relative path.
* 通过相对路径加载依赖资产。
*/
loadDependency<D = unknown>(relativePath: string): Promise<D>;
}
/**
* Asset loader interface.
* 资产加载器接口。
*
* Loaders only parse content, file reading is handled by AssetManager.
* 加载器只负责解析内容,文件读取由 AssetManager 处理。
*/
export interface IAssetLoader<T = unknown> {
/** Supported asset type. | 支持的资产类型。 */
readonly supportedType: AssetType;
/** Supported file extensions. | 支持的文件扩展名。 */
readonly supportedExtensions: string[];
/**
* Required content type for this loader.
* 此加载器需要的内容类型。
*
* - 'text': For JSON, shader, material files
* - 'binary': For binary formats
* - 'image': For textures
* - 'audio': For audio files
*/
readonly contentType: AssetContentType;
/**
* Parse asset from content.
* 从内容解析资产。
*
* @param content - File content. | 文件内容。
* @param context - Parse context. | 解析上下文。
* @returns Parsed asset. | 解析后的资产。
*/
parse(content: IAssetContent, context: IAssetParseContext): Promise<T>;
/**
* Dispose loaded asset and free resources.
* 释放已加载的资产。
*/
dispose(asset: T): void;
}
/**
* Asset loader factory interface
* 资产加载器工厂接口
*/
export interface IAssetLoaderFactory {
/**
* Create loader for specific asset type
* 为特定资产类型创建加载器
*/
createLoader(type: AssetType): IAssetLoader | null;
/**
* Register custom loader
* 注册自定义加载器
*/
registerLoader(type: AssetType, loader: IAssetLoader): void;
/**
* Unregister loader
* 注销加载器
*/
unregisterLoader(type: AssetType): void;
/**
* Check if loader exists for type
* 检查类型是否有加载器
*/
hasLoader(type: AssetType): boolean;
/**
* Get asset type by file extension
* 根据文件扩展名获取资产类型
*/
getAssetTypeByExtension(extension: string): AssetType | null;
/**
* Get asset type by file path
* 根据文件路径获取资产类型
*/
getAssetTypeByPath(path: string): AssetType | null;
}
/**
* Texture asset interface
* 纹理资产接口
*/
export interface ITextureAsset {
/** WebGL纹理ID / WebGL texture ID */
textureId: number;
/** 宽度 / Width */
width: number;
/** 高度 / Height */
height: number;
/** 格式 / Format */
format: 'rgba' | 'rgb' | 'alpha';
/** 是否有Mipmap / Has mipmaps */
hasMipmaps: boolean;
/** 原始数据(如果可用) / Raw image data if available */
data?: ImageData | HTMLImageElement;
}
/**
* Mesh asset interface
* 网格资产接口
*/
export interface IMeshAsset {
/** 顶点数据 / Vertex data */
vertices: Float32Array;
/** 索引数据 / Index data */
indices: Uint16Array | Uint32Array;
/** 法线数据 / Normal data */
normals?: Float32Array;
/** UV坐标 / UV coordinates */
uvs?: Float32Array;
/** 切线数据 / Tangent data */
tangents?: Float32Array;
/** 边界盒 / Axis-aligned bounding box */
bounds: {
min: [number, number, number];
max: [number, number, number];
};
}
/**
* Audio asset interface
* 音频资产接口
*/
export interface IAudioAsset {
/** 音频缓冲区 / Audio buffer */
buffer: AudioBuffer;
/** 时长(秒) / Duration in seconds */
duration: number;
/** 采样率 / Sample rate */
sampleRate: number;
/** 声道数 / Number of channels */
channels: number;
}
/**
* Material asset interface
* 材质资产接口
*/
export interface IMaterialAsset {
/** 着色器名称 / Shader name */
shader: string;
/** 材质属性 / Material properties */
properties: Map<string, unknown>;
/** 纹理映射 / Texture slot mappings */
textures: Map<string, AssetGUID>;
/** 渲染状态 / Render states */
renderStates: {
cullMode?: 'none' | 'front' | 'back';
blendMode?: 'none' | 'alpha' | 'additive' | 'multiply';
depthTest?: boolean;
depthWrite?: boolean;
};
}
/**
* Prefab asset interface
* 预制体资产接口
*/
export interface IPrefabAsset {
/** 根实体数据 / Serialized entity hierarchy */
root: unknown;
/** 包含的组件类型 / Component types used in prefab */
componentTypes: string[];
/** 引用的资产 / All referenced assets */
referencedAssets: AssetGUID[];
}
/**
* Scene asset interface
* 场景资产接口
*/
export interface ISceneAsset {
/** 场景名称 / Scene name */
name: string;
/** 实体列表 / Serialized entity list */
entities: unknown[];
/** 场景设置 / Scene settings */
settings: {
/** 环境光 / Ambient light */
ambientLight?: [number, number, number];
/** 雾效 / Fog settings */
fog?: {
enabled: boolean;
color: [number, number, number];
density: number;
};
/** 天空盒 / Skybox asset */
skybox?: AssetGUID;
};
/** 引用的资产 / All referenced assets */
referencedAssets: AssetGUID[];
}
/**
* JSON asset interface
* JSON资产接口
*/
export interface IJsonAsset {
/** JSON数据 / JSON data */
data: unknown;
}
/**
* Text asset interface
* 文本资产接口
*/
export interface ITextAsset {
/** 文本内容 / Text content */
content: string;
/** 编码格式 / Encoding */
encoding: 'utf8' | 'utf16' | 'ascii';
}
/**
* Binary asset interface
* 二进制资产接口
*/
export interface IBinaryAsset {
/** 二进制数据 / Binary data */
data: ArrayBuffer;
/** MIME类型 / MIME type */
mimeType?: string;
}

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/**
* Asset manager interfaces
* 资产管理器接口
*/
import {
AssetGUID,
AssetHandle,
AssetType,
AssetState,
IAssetLoadOptions,
IAssetLoadResult,
IAssetReferenceInfo,
IAssetPreloadGroup,
IAssetLoadProgress
} from '../types/AssetTypes';
import { IAssetLoader } from './IAssetLoader';
/**
* Asset manager interface
* 资产管理器接口
*/
export interface IAssetManager {
/**
* Load asset by GUID
* 通过GUID加载资产
*/
loadAsset<T = unknown>(
guid: AssetGUID,
options?: IAssetLoadOptions
): Promise<IAssetLoadResult<T>>;
/**
* Load asset by path
* 通过路径加载资产
*/
loadAssetByPath<T = unknown>(
path: string,
options?: IAssetLoadOptions
): Promise<IAssetLoadResult<T>>;
/**
* Load multiple assets
* 批量加载资产
*/
loadAssets(
guids: AssetGUID[],
options?: IAssetLoadOptions
): Promise<Map<AssetGUID, IAssetLoadResult>>;
/**
* Preload asset group
* 预加载资产组
*/
preloadGroup(
group: IAssetPreloadGroup,
onProgress?: (progress: IAssetLoadProgress) => void
): Promise<void>;
/**
* Get loaded asset
* 获取已加载的资产
*/
getAsset<T = unknown>(guid: AssetGUID): T | null;
/**
* Get asset by handle
* 通过句柄获取资产
*/
getAssetByHandle<T = unknown>(handle: AssetHandle): T | null;
/**
* Get loaded asset by path (synchronous)
* 通过路径获取已加载的资产(同步)
*/
getAssetByPath<T = unknown>(path: string): T | null;
/**
* Check if asset is loaded
* 检查资产是否已加载
*/
isLoaded(guid: AssetGUID): boolean;
/**
* Get asset state
* 获取资产状态
*/
getAssetState(guid: AssetGUID): AssetState;
/**
* Unload asset
* 卸载资产
*/
unloadAsset(guid: AssetGUID): void;
/**
* Unload all assets
* 卸载所有资产
*/
unloadAllAssets(): void;
/**
* Unload unused assets
* 卸载未使用的资产
*/
unloadUnusedAssets(): void;
/**
* Add reference to asset
* 增加资产引用
*/
addReference(guid: AssetGUID): void;
/**
* Remove reference from asset
* 移除资产引用
*/
removeReference(guid: AssetGUID): void;
/**
* Get reference info
* 获取引用信息
*/
getReferenceInfo(guid: AssetGUID): IAssetReferenceInfo | null;
/**
* Register custom loader
* 注册自定义加载器
*/
registerLoader(type: AssetType, loader: IAssetLoader): void;
/**
* Get asset statistics
* 获取资产统计信息
*/
getStatistics(): {
loadedCount: number;
loadQueue: number;
failedCount: number;
};
/**
* Clear cache
* 清空缓存
*/
clearCache(): void;
/**
* Dispose manager
* 释放管理器
*/
dispose(): void;
}
/**
* Asset cache interface
* 资产缓存接口
*/
export interface IAssetCache {
/**
* Get cached asset
* 获取缓存的资产
*/
get<T = unknown>(guid: AssetGUID): T | null;
/**
* Set cached asset
* 设置缓存的资产
*/
set<T = unknown>(guid: AssetGUID, asset: T, size: number): void;
/**
* Check if asset is cached
* 检查资产是否已缓存
*/
has(guid: AssetGUID): boolean;
/**
* Remove from cache
* 从缓存中移除
*/
remove(guid: AssetGUID): void;
/**
* Clear all cache
* 清空所有缓存
*/
clear(): void;
/**
* Get cache size
* 获取缓存大小
*/
getSize(): number;
/**
* Get cached asset count
* 获取缓存资产数量
*/
getCount(): number;
/**
* Evict assets based on policy
* 根据策略驱逐资产
*/
evict(targetSize: number): void;
}
/**
* Asset loading queue interface
* 资产加载队列接口
*/
export interface IAssetLoadQueue {
/**
* Add to queue
* 添加到队列
*/
enqueue(
guid: AssetGUID,
priority: number,
options?: IAssetLoadOptions
): void;
/**
* Remove from queue
* 从队列移除
*/
dequeue(): {
guid: AssetGUID;
options?: IAssetLoadOptions;
} | null;
/**
* Check if queue is empty
* 检查队列是否为空
*/
isEmpty(): boolean;
/**
* Get queue size
* 获取队列大小
*/
getSize(): number;
/**
* Clear queue
* 清空队列
*/
clear(): void;
/**
* Reprioritize item
* 重新设置优先级
*/
reprioritize(guid: AssetGUID, newPriority: number): void;
}
/**
* Asset dependency resolver interface
* 资产依赖解析器接口
*/
export interface IAssetDependencyResolver {
/**
* Resolve dependencies for asset
* 解析资产的依赖
*/
resolveDependencies(guid: AssetGUID): Promise<AssetGUID[]>;
/**
* Get direct dependencies
* 获取直接依赖
*/
getDirectDependencies(guid: AssetGUID): AssetGUID[];
/**
* Get all dependencies recursively
* 递归获取所有依赖
*/
getAllDependencies(guid: AssetGUID): AssetGUID[];
/**
* Check for circular dependencies
* 检查循环依赖
*/
hasCircularDependency(guid: AssetGUID): boolean;
/**
* Build dependency graph
* 构建依赖图
*/
buildDependencyGraph(guids: AssetGUID[]): Map<AssetGUID, AssetGUID[]>;
}
/**
* Asset streaming interface
* 资产流式加载接口
*/
export interface IAssetStreaming {
/**
* Start streaming assets
* 开始流式加载资产
*/
startStreaming(guids: AssetGUID[]): void;
/**
* Stop streaming
* 停止流式加载
*/
stopStreaming(): void;
/**
* Pause streaming
* 暂停流式加载
*/
pauseStreaming(): void;
/**
* Resume streaming
* 恢复流式加载
*/
resumeStreaming(): void;
/**
* Set streaming budget per frame
* 设置每帧流式加载预算
*/
setFrameBudget(milliseconds: number): void;
/**
* Get streaming progress
* 获取流式加载进度
*/
getProgress(): IAssetLoadProgress;
}

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/**
* Asset Reader Interface
* 资产读取器接口
*
* Provides unified file reading abstraction across different platforms.
* 提供跨平台的统一文件读取抽象。
*/
/**
* Asset content types.
* 资产内容类型。
*/
export type AssetContentType = 'text' | 'binary' | 'image' | 'audio';
/**
* Asset content result.
* 资产内容结果。
*/
export interface IAssetContent {
/** Content type. | 内容类型。 */
type: AssetContentType;
/** Text content (for text/json files). | 文本内容。 */
text?: string;
/** Binary content. | 二进制内容。 */
binary?: ArrayBuffer;
/** Image element (for textures). | 图片元素。 */
image?: HTMLImageElement;
/** Audio buffer (for audio files). | 音频缓冲区。 */
audioBuffer?: AudioBuffer;
}
/**
* Asset reader interface.
* 资产读取器接口。
*
* Abstracts platform-specific file reading operations.
* 抽象平台特定的文件读取操作。
*/
export interface IAssetReader {
/**
* Read file as text.
* 读取文件为文本。
*
* @param absolutePath - Absolute file path. | 绝对文件路径。
* @returns Text content. | 文本内容。
*/
readText(absolutePath: string): Promise<string>;
/**
* Read file as binary.
* 读取文件为二进制。
*
* @param absolutePath - Absolute file path. | 绝对文件路径。
* @returns Binary content. | 二进制内容。
*/
readBinary(absolutePath: string): Promise<ArrayBuffer>;
/**
* Load image from file.
* 从文件加载图片。
*
* @param absolutePath - Absolute file path. | 绝对文件路径。
* @returns Image element. | 图片元素。
*/
loadImage(absolutePath: string): Promise<HTMLImageElement>;
/**
* Load audio from file.
* 从文件加载音频。
*
* @param absolutePath - Absolute file path. | 绝对文件路径。
* @returns Audio buffer. | 音频缓冲区。
*/
loadAudio(absolutePath: string): Promise<AudioBuffer>;
/**
* Check if file exists.
* 检查文件是否存在。
*
* @param absolutePath - Absolute file path. | 绝对文件路径。
* @returns True if exists. | 是否存在。
*/
exists(absolutePath: string): Promise<boolean>;
}
/**
* Service identifier for IAssetReader.
* IAssetReader 的服务标识符。
*/
export const IAssetReaderService = Symbol.for('IAssetReaderService');

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/**
* 资源组件接口 - 用于依赖运行时资源的组件(纹理、音频等)
* Interface for components that depend on runtime resources (textures, audio, etc.)
*
* 实现此接口的组件可以参与 SceneResourceManager 管理的集中式资源加载
* Components implementing this interface can participate in centralized resource loading managed by SceneResourceManager
*/
/**
* 资源引用 - 包含路径和运行时 ID
* Resource reference with path and runtime ID
*/
export interface ResourceReference {
/** 资源路径(例如 "assets/sprites/player.png"/ Asset path (e.g., "assets/sprites/player.png") */
path: string;
/** 引擎分配的运行时资源 ID例如 GPU 上的纹理 ID/ Runtime resource ID assigned by engine (e.g., texture ID on GPU) */
runtimeId?: number;
/** 资源类型标识符 / Resource type identifier */
type: 'texture' | 'audio' | 'font' | 'data';
}
/**
* 资源组件接口
* Resource component interface
*
* 实现此接口的组件可以在场景启动前由 SceneResourceManager 集中加载资源
* Components implementing this interface can have their resources loaded centrally by SceneResourceManager before the scene starts
*/
export interface IResourceComponent {
/**
* 获取此组件需要的所有资源引用
* Get all resource references needed by this component
*
* 在场景加载期间调用以收集资源路径
* Called during scene loading to collect resource paths
*/
getResourceReferences(): ResourceReference[];
/**
* 设置已加载资源的运行时 ID
* Set runtime IDs for loaded resources
*
* 在 SceneResourceManager 加载资源后调用
* Called after resources are loaded by SceneResourceManager
*
* @param pathToId 资源路径到运行时 ID 的映射 / Map of resource paths to runtime IDs
*/
setResourceIds(pathToId: Map<string, number>): void;
}
/**
* 类型守卫 - 检查组件是否实现了 IResourceComponent
* Type guard to check if a component implements IResourceComponent
*/
export function isResourceComponent(component: any): component is IResourceComponent {
return (
component !== null &&
typeof component === 'object' &&
typeof component.getResourceReferences === 'function' &&
typeof component.setResourceIds === 'function'
);
}

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/**
* Asset loader factory implementation
* 资产加载器工厂实现
*/
import { AssetType } from '../types/AssetTypes';
import { IAssetLoader, IAssetLoaderFactory } from '../interfaces/IAssetLoader';
import { TextureLoader } from './TextureLoader';
import { JsonLoader } from './JsonLoader';
import { TextLoader } from './TextLoader';
import { BinaryLoader } from './BinaryLoader';
/**
* Asset loader factory
* 资产加载器工厂
*/
export class AssetLoaderFactory implements IAssetLoaderFactory {
private readonly _loaders = new Map<AssetType, IAssetLoader>();
constructor() {
// 注册默认加载器 / Register default loaders
this.registerDefaultLoaders();
}
/**
* Register default loaders
* 注册默认加载器
*/
private registerDefaultLoaders(): void {
// 纹理加载器 / Texture loader
this._loaders.set(AssetType.Texture, new TextureLoader());
// JSON加载器 / JSON loader
this._loaders.set(AssetType.Json, new JsonLoader());
// 文本加载器 / Text loader
this._loaders.set(AssetType.Text, new TextLoader());
// 二进制加载器 / Binary loader
this._loaders.set(AssetType.Binary, new BinaryLoader());
}
/**
* Create loader for specific asset type
* 为特定资产类型创建加载器
*/
createLoader(type: AssetType): IAssetLoader | null {
return this._loaders.get(type) || null;
}
/**
* Register custom loader
* 注册自定义加载器
*/
registerLoader(type: AssetType, loader: IAssetLoader): void {
this._loaders.set(type, loader);
}
/**
* Unregister loader
* 注销加载器
*/
unregisterLoader(type: AssetType): void {
this._loaders.delete(type);
}
/**
* Check if loader exists for type
* 检查类型是否有加载器
*/
hasLoader(type: AssetType): boolean {
return this._loaders.has(type);
}
/**
* Get asset type by file extension
* 根据文件扩展名获取资产类型
*
* @param extension - File extension including dot (e.g., '.btree', '.png')
* @returns Asset type if a loader supports this extension, null otherwise
*/
getAssetTypeByExtension(extension: string): AssetType | null {
const ext = extension.toLowerCase();
for (const [type, loader] of this._loaders) {
if (loader.supportedExtensions.some(e => e.toLowerCase() === ext)) {
return type;
}
}
return null;
}
/**
* Get asset type by file path
* 根据文件路径获取资产类型
*
* Checks for compound extensions (like .tilemap.json) first, then simple extensions
*
* @param path - File path
* @returns Asset type if a loader supports this file, null otherwise
*/
getAssetTypeByPath(path: string): AssetType | null {
const lowerPath = path.toLowerCase();
// First check compound extensions (e.g., .tilemap.json)
for (const [type, loader] of this._loaders) {
for (const ext of loader.supportedExtensions) {
if (ext.includes('.') && ext.split('.').length > 2) {
// This is a compound extension like .tilemap.json
if (lowerPath.endsWith(ext.toLowerCase())) {
return type;
}
}
}
}
// Then check simple extensions
const lastDot = path.lastIndexOf('.');
if (lastDot !== -1) {
const ext = path.substring(lastDot).toLowerCase();
return this.getAssetTypeByExtension(ext);
}
return null;
}
/**
* Get all registered loaders
* 获取所有注册的加载器
*/
getRegisteredTypes(): AssetType[] {
return Array.from(this._loaders.keys());
}
/**
* Clear all loaders
* 清空所有加载器
*/
clear(): void {
this._loaders.clear();
}
}

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/**
* Binary asset loader
* 二进制资产加载器
*/
import { AssetType } from '../types/AssetTypes';
import { IAssetLoader, IBinaryAsset, IAssetParseContext } from '../interfaces/IAssetLoader';
import { IAssetContent, AssetContentType } from '../interfaces/IAssetReader';
/**
* Binary loader implementation
* 二进制加载器实现
*/
export class BinaryLoader implements IAssetLoader<IBinaryAsset> {
readonly supportedType = AssetType.Binary;
readonly supportedExtensions = [
'.bin', '.dat', '.raw', '.bytes',
'.wasm', '.so', '.dll', '.dylib'
];
readonly contentType: AssetContentType = 'binary';
/**
* Parse binary from content.
* 从内容解析二进制。
*/
async parse(content: IAssetContent, _context: IAssetParseContext): Promise<IBinaryAsset> {
if (!content.binary) {
throw new Error('Binary content is empty');
}
return {
data: content.binary
};
}
/**
* Dispose loaded asset
* 释放已加载的资产
*/
dispose(asset: IBinaryAsset): void {
(asset as any).data = null;
}
}

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/**
* JSON asset loader
* JSON资产加载器
*/
import { AssetType } from '../types/AssetTypes';
import { IAssetLoader, IJsonAsset, IAssetParseContext } from '../interfaces/IAssetLoader';
import { IAssetContent, AssetContentType } from '../interfaces/IAssetReader';
/**
* JSON loader implementation
* JSON加载器实现
*/
export class JsonLoader implements IAssetLoader<IJsonAsset> {
readonly supportedType = AssetType.Json;
readonly supportedExtensions = ['.json', '.jsonc'];
readonly contentType: AssetContentType = 'text';
/**
* Parse JSON from text content.
* 从文本内容解析JSON。
*/
async parse(content: IAssetContent, _context: IAssetParseContext): Promise<IJsonAsset> {
if (!content.text) {
throw new Error('JSON content is empty');
}
return {
data: JSON.parse(content.text)
};
}
/**
* Dispose loaded asset
* 释放已加载的资产
*/
dispose(asset: IJsonAsset): void {
(asset as any).data = null;
}
}

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/**
* Text asset loader
* 文本资产加载器
*/
import { AssetType } from '../types/AssetTypes';
import { IAssetLoader, ITextAsset, IAssetParseContext } from '../interfaces/IAssetLoader';
import { IAssetContent, AssetContentType } from '../interfaces/IAssetReader';
/**
* Text loader implementation
* 文本加载器实现
*/
export class TextLoader implements IAssetLoader<ITextAsset> {
readonly supportedType = AssetType.Text;
readonly supportedExtensions = ['.txt', '.text', '.md', '.csv', '.xml', '.html', '.css', '.js', '.ts'];
readonly contentType: AssetContentType = 'text';
/**
* Parse text from content.
* 从内容解析文本。
*/
async parse(content: IAssetContent, _context: IAssetParseContext): Promise<ITextAsset> {
if (!content.text) {
throw new Error('Text content is empty');
}
return {
content: content.text,
encoding: this.detectEncoding(content.text)
};
}
/**
* Detect text encoding
* 检测文本编码
*/
private detectEncoding(content: string): 'utf8' | 'utf16' | 'ascii' {
for (let i = 0; i < content.length; i++) {
const charCode = content.charCodeAt(i);
if (charCode > 127) {
return charCode > 255 ? 'utf16' : 'utf8';
}
}
return 'ascii';
}
/**
* Dispose loaded asset
* 释放已加载的资产
*/
dispose(asset: ITextAsset): void {
(asset as any).content = '';
}
}

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/**
* Texture asset loader
* 纹理资产加载器
*/
import { AssetType } from '../types/AssetTypes';
import { IAssetLoader, ITextureAsset, IAssetParseContext } from '../interfaces/IAssetLoader';
import { IAssetContent, AssetContentType } from '../interfaces/IAssetReader';
/**
* Texture loader implementation
* 纹理加载器实现
*/
export class TextureLoader implements IAssetLoader<ITextureAsset> {
readonly supportedType = AssetType.Texture;
readonly supportedExtensions = ['.png', '.jpg', '.jpeg', '.gif', '.webp', '.bmp'];
readonly contentType: AssetContentType = 'image';
private static _nextTextureId = 1;
/**
* Parse texture from image content.
* 从图片内容解析纹理。
*/
async parse(content: IAssetContent, context: IAssetParseContext): Promise<ITextureAsset> {
if (!content.image) {
throw new Error('Texture content is empty');
}
const image = content.image;
const textureAsset: ITextureAsset = {
textureId: TextureLoader._nextTextureId++,
width: image.width,
height: image.height,
format: 'rgba',
hasMipmaps: false,
data: image
};
// Upload to GPU if bridge exists.
if (typeof window !== 'undefined' && (window as any).engineBridge) {
await this.uploadToGPU(textureAsset, context.metadata.path);
}
return textureAsset;
}
/**
* Upload texture to GPU
* 上传纹理到GPU
*/
private async uploadToGPU(textureAsset: ITextureAsset, path: string): Promise<void> {
const bridge = (window as any).engineBridge;
if (bridge && bridge.loadTexture) {
await bridge.loadTexture(textureAsset.textureId, path);
}
}
/**
* Dispose loaded asset
* 释放已加载的资产
*/
dispose(asset: ITextureAsset): void {
// Release GPU resources.
if (typeof window !== 'undefined' && (window as any).engineBridge) {
const bridge = (window as any).engineBridge;
if (bridge.unloadTexture) {
bridge.unloadTexture(asset.textureId);
}
}
// Clean up image data.
if (asset.data instanceof HTMLImageElement) {
asset.data.src = '';
}
}
}

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/**
* Runtime Catalog for Asset Resolution
* 资产解析的运行时目录
*
* Provides GUID-based asset lookup at runtime.
* 提供运行时基于 GUID 的资产查找。
*/
import { AssetGUID, AssetType } from '../types/AssetTypes';
import {
IRuntimeCatalog,
IRuntimeAssetLocation,
IRuntimeBundleInfo
} from '../bundle/BundleFormat';
/**
* Runtime Catalog Manager
* 运行时目录管理器
*
* Loads and manages the asset catalog for runtime GUID resolution.
*/
export class RuntimeCatalog {
private _catalog: IRuntimeCatalog | null = null;
private _loadedBundles = new Map<string, ArrayBuffer>();
private _loadingBundles = new Map<string, Promise<ArrayBuffer>>();
private _baseUrl: string = './';
/**
* Set base URL for loading catalog and bundles
* 设置加载目录和包的基础 URL
*/
setBaseUrl(url: string): void {
this._baseUrl = url.endsWith('/') ? url : `${url}/`;
}
/**
* Load catalog from URL
* 从 URL 加载目录
*/
async loadCatalog(catalogUrl?: string): Promise<void> {
const url = catalogUrl || `${this._baseUrl}asset-catalog.json`;
try {
const response = await fetch(url);
if (!response.ok) {
throw new Error(`Failed to load catalog: ${response.status}`);
}
const data = await response.json();
this._catalog = this._parseCatalog(data);
console.log(`[RuntimeCatalog] Loaded catalog with ${Object.keys(this._catalog.assets).length} assets`);
} catch (error) {
console.error('[RuntimeCatalog] Failed to load catalog:', error);
throw error;
}
}
/**
* Initialize with pre-loaded catalog data
* 使用预加载的目录数据初始化
*/
initWithData(catalogData: IRuntimeCatalog): void {
this._catalog = catalogData;
}
/**
* Check if catalog is loaded
* 检查目录是否已加载
*/
isLoaded(): boolean {
return this._catalog !== null;
}
/**
* Get asset location by GUID
* 根据 GUID 获取资产位置
*/
getAssetLocation(guid: AssetGUID): IRuntimeAssetLocation | null {
if (!this._catalog) {
console.warn('[RuntimeCatalog] Catalog not loaded');
return null;
}
return this._catalog.assets[guid] || null;
}
/**
* Check if asset exists in catalog
* 检查资产是否存在于目录中
*/
hasAsset(guid: AssetGUID): boolean {
return this._catalog?.assets[guid] !== undefined;
}
/**
* Get all assets of a specific type
* 获取特定类型的所有资产
*/
getAssetsByType(type: AssetType): AssetGUID[] {
if (!this._catalog) return [];
return Object.entries(this._catalog.assets)
.filter(([_, loc]) => loc.type === type)
.map(([guid]) => guid);
}
/**
* Get bundle info
* 获取包信息
*/
getBundleInfo(bundleName: string): IRuntimeBundleInfo | null {
return this._catalog?.bundles[bundleName] || null;
}
/**
* Load a bundle
* 加载包
*/
async loadBundle(bundleName: string): Promise<ArrayBuffer> {
// Return cached bundle
const cached = this._loadedBundles.get(bundleName);
if (cached) {
return cached;
}
// Return pending load
const pending = this._loadingBundles.get(bundleName);
if (pending) {
return pending;
}
// Start new load
const bundleInfo = this.getBundleInfo(bundleName);
if (!bundleInfo) {
throw new Error(`Bundle not found in catalog: ${bundleName}`);
}
const loadPromise = this._fetchBundle(bundleInfo);
this._loadingBundles.set(bundleName, loadPromise);
try {
const data = await loadPromise;
this._loadedBundles.set(bundleName, data);
return data;
} finally {
this._loadingBundles.delete(bundleName);
}
}
/**
* Load asset data by GUID
* 根据 GUID 加载资产数据
*/
async loadAssetData(guid: AssetGUID): Promise<ArrayBuffer> {
const location = this.getAssetLocation(guid);
if (!location) {
throw new Error(`Asset not found in catalog: ${guid}`);
}
// Load the bundle containing this asset
const bundleData = await this.loadBundle(location.bundle);
// Extract asset data from bundle
return bundleData.slice(location.offset, location.offset + location.size);
}
/**
* Preload bundles marked for preloading
* 预加载标记为预加载的包
*/
async preloadBundles(): Promise<void> {
if (!this._catalog) return;
const preloadPromises: Promise<void>[] = [];
for (const [name, info] of Object.entries(this._catalog.bundles)) {
if (info.preload) {
preloadPromises.push(
this.loadBundle(name).then(() => {
console.log(`[RuntimeCatalog] Preloaded bundle: ${name}`);
})
);
}
}
await Promise.all(preloadPromises);
}
/**
* Unload a bundle from memory
* 从内存卸载包
*/
unloadBundle(bundleName: string): void {
this._loadedBundles.delete(bundleName);
}
/**
* Clear all loaded bundles
* 清除所有已加载的包
*/
clearBundles(): void {
this._loadedBundles.clear();
}
/**
* Get catalog statistics
* 获取目录统计信息
*/
getStatistics(): {
totalAssets: number;
totalBundles: number;
loadedBundles: number;
assetsByType: Record<string, number>;
} {
if (!this._catalog) {
return {
totalAssets: 0,
totalBundles: 0,
loadedBundles: 0,
assetsByType: {}
};
}
const assetsByType: Record<string, number> = {};
for (const loc of Object.values(this._catalog.assets)) {
assetsByType[loc.type] = (assetsByType[loc.type] || 0) + 1;
}
return {
totalAssets: Object.keys(this._catalog.assets).length,
totalBundles: Object.keys(this._catalog.bundles).length,
loadedBundles: this._loadedBundles.size,
assetsByType
};
}
/**
* Parse catalog JSON to typed structure
* 将目录 JSON 解析为类型化结构
*/
private _parseCatalog(data: unknown): IRuntimeCatalog {
const raw = data as Record<string, unknown>;
return {
version: (raw.version as string) || '1.0',
createdAt: (raw.createdAt as number) || Date.now(),
bundles: (raw.bundles as Record<string, IRuntimeBundleInfo>) || {},
assets: (raw.assets as Record<AssetGUID, IRuntimeAssetLocation>) || {}
};
}
/**
* Fetch bundle data
* 获取包数据
*/
private async _fetchBundle(info: IRuntimeBundleInfo): Promise<ArrayBuffer> {
const url = info.url.startsWith('http')
? info.url
: `${this._baseUrl}${info.url}`;
const response = await fetch(url);
if (!response.ok) {
throw new Error(`Failed to load bundle: ${url} (${response.status})`);
}
return response.arrayBuffer();
}
}
/**
* Global runtime catalog instance
* 全局运行时目录实例
*/
export const runtimeCatalog = new RuntimeCatalog();

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/**
* 场景资源管理器 - 集中式场景资源加载
* SceneResourceManager - Centralized resource loading for scenes
*
* 扫描场景中所有组件,收集资源引用,批量加载资源,并将运行时 ID 分配回组件
* Scans all components in a scene, collects resource references, batch-loads them, and assigns runtime IDs back to components
*/
import type { Scene } from '@esengine/ecs-framework';
import { isResourceComponent, type ResourceReference } from '../interfaces/IResourceComponent';
/**
* 资源加载器接口
* Resource loader interface
*/
export interface IResourceLoader {
/**
* 批量加载资源并返回路径到 ID 的映射
* Load a batch of resources and return path-to-ID mapping
* @param paths 资源路径数组 / Array of resource paths
* @param type 资源类型 / Resource type
* @returns 路径到运行时 ID 的映射 / Map of paths to runtime IDs
*/
loadResourcesBatch(paths: string[], type: ResourceReference['type']): Promise<Map<string, number>>;
}
export class SceneResourceManager {
private resourceLoader: IResourceLoader | null = null;
/**
* 设置资源加载器实现
* Set the resource loader implementation
*
* 应由引擎集成层调用
* This should be called by the engine integration layer
*
* @param loader 资源加载器实例 / Resource loader instance
*/
setResourceLoader(loader: IResourceLoader): void {
this.resourceLoader = loader;
}
/**
* 加载场景所需的所有资源
* Load all resources required by a scene
*
* 流程 / Process:
* 1. 扫描所有实体并从 IResourceComponent 实现中收集资源引用
* Scan all entities and collect resource references from IResourceComponent implementations
* 2. 按类型分组资源(纹理、音频等)
* Group resources by type (texture, audio, etc.)
* 3. 批量加载每种资源类型
* Batch load each resource type
* 4. 将运行时 ID 分配回组件
* Assign runtime IDs back to components
*
* @param scene 要加载资源的场景 / The scene to load resources for
* @returns 当所有资源加载完成时解析的 Promise / Promise that resolves when all resources are loaded
*/
async loadSceneResources(scene: Scene): Promise<void> {
if (!this.resourceLoader) {
console.warn('[SceneResourceManager] No resource loader set, skipping resource loading');
return;
}
// 从组件收集所有资源引用 / Collect all resource references from components
const resourceRefs = this.collectResourceReferences(scene);
if (resourceRefs.length === 0) {
return;
}
// 按资源类型分组 / Group by resource type
const resourcesByType = new Map<ResourceReference['type'], Set<string>>();
for (const ref of resourceRefs) {
if (!resourcesByType.has(ref.type)) {
resourcesByType.set(ref.type, new Set());
}
resourcesByType.get(ref.type)!.add(ref.path);
}
// 批量加载每种资源类型 / Load each resource type in batch
const allResourceIds = new Map<string, number>();
for (const [type, paths] of resourcesByType) {
const pathsArray = Array.from(paths);
try {
const resourceIds = await this.resourceLoader.loadResourcesBatch(pathsArray, type);
// 合并到总映射表 / Merge into combined map
for (const [path, id] of resourceIds) {
allResourceIds.set(path, id);
}
} catch (error) {
console.error(`[SceneResourceManager] Failed to load ${type} resources:`, error);
}
}
// 将资源 ID 分配回组件 / Assign resource IDs back to components
this.assignResourceIds(scene, allResourceIds);
}
/**
* 从场景实体收集所有资源引用
* Collect all resource references from scene entities
*/
private collectResourceReferences(scene: Scene): ResourceReference[] {
const refs: ResourceReference[] = [];
for (const entity of scene.entities.buffer) {
for (const component of entity.components) {
if (isResourceComponent(component)) {
const componentRefs = component.getResourceReferences();
refs.push(...componentRefs);
}
}
}
return refs;
}
/**
* 将已加载的资源 ID 分配回组件
* Assign loaded resource IDs back to components
*
* @param scene 场景 / Scene
* @param pathToId 路径到 ID 的映射 / Path to ID mapping
*/
private assignResourceIds(scene: Scene, pathToId: Map<string, number>): void {
for (const entity of scene.entities.buffer) {
for (const component of entity.components) {
if (isResourceComponent(component)) {
component.setResourceIds(pathToId);
}
}
}
}
/**
* 卸载场景使用的所有资源
* Unload all resources used by a scene
*
* 在场景销毁时调用
* Called when a scene is being destroyed
*
* @param scene 要卸载资源的场景 / The scene to unload resources for
*/
async unloadSceneResources(_scene: Scene): Promise<void> {
// TODO: 实现资源卸载 / Implement resource unloading
// 需要跟踪资源引用计数,仅在不再使用时卸载
// Need to track resource reference counts and only unload when no longer used
console.log('[SceneResourceManager] Scene resource unloading not yet implemented');
}
}

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/**
* Core asset system types and enums
* 核心资产系统类型和枚举
*/
/**
* Unique identifier for assets across the project
* 项目中资产的唯一标识符
*/
export type AssetGUID = string;
/**
* Runtime asset handle for efficient access
* 运行时资产句柄,用于高效访问
*/
export type AssetHandle = number;
/**
* Asset loading state
* 资产加载状态
*/
export enum AssetState {
/** 未加载 */
Unloaded = 'unloaded',
/** 加载中 */
Loading = 'loading',
/** 已加载 */
Loaded = 'loaded',
/** 加载失败 */
Failed = 'failed',
/** 释放中 */
Disposing = 'disposing'
}
/**
* Asset type - string based for extensibility
* 资产类型 - 使用字符串以支持插件扩展
*
* Plugins can define their own asset types by using custom strings.
* Built-in types are provided as constants below.
* 插件可以通过使用自定义字符串定义自己的资产类型。
* 内置类型作为常量提供如下。
*/
export type AssetType = string;
/**
* Built-in asset types provided by asset-system
* asset-system 提供的内置资产类型
*/
export const AssetType = {
/** 纹理 */
Texture: 'texture',
/** 网格 */
Mesh: 'mesh',
/** 材质 */
Material: 'material',
/** 着色器 */
Shader: 'shader',
/** 音频 */
Audio: 'audio',
/** 字体 */
Font: 'font',
/** 预制体 */
Prefab: 'prefab',
/** 场景 */
Scene: 'scene',
/** 脚本 */
Script: 'script',
/** 动画片段 */
AnimationClip: 'animation',
/** JSON数据 */
Json: 'json',
/** 文本 */
Text: 'text',
/** 二进制 */
Binary: 'binary',
/** 自定义 */
Custom: 'custom'
} as const;
/**
* Platform variants for assets
* 资产的平台变体
*/
export enum AssetPlatform {
/** H5平台浏览器 */
H5 = 'h5',
/** 微信小游戏 */
WeChat = 'wechat',
/** 试玩广告Playable Ads */
Playable = 'playable',
/** Android平台 */
Android = 'android',
/** iOS平台 */
iOS = 'ios',
/** 编辑器Tauri桌面 */
Editor = 'editor'
}
/**
* Quality levels for asset variants
* 资产变体的质量级别
*/
export enum AssetQuality {
/** 低质量 */
Low = 'low',
/** 中等质量 */
Medium = 'medium',
/** 高质量 */
High = 'high',
/** 超高质量 */
Ultra = 'ultra'
}
/**
* Asset metadata stored in the database
* 存储在数据库中的资产元数据
*/
export interface IAssetMetadata {
/** 全局唯一标识符 */
guid: AssetGUID;
/** 资产路径 */
path: string;
/** 资产类型 */
type: AssetType;
/** 资产名称 */
name: string;
/** 文件大小(字节) / File size in bytes */
size: number;
/** 内容哈希值 / Content hash for versioning */
hash: string;
/** 依赖的其他资产 / Dependencies on other assets */
dependencies: AssetGUID[];
/** 资产标签 / User-defined labels for categorization */
labels: string[];
/** 自定义标签 / Custom metadata tags */
tags: Map<string, string>;
/** 导入设置 / Import-time settings */
importSettings?: Record<string, unknown>;
/** 最后修改时间 / Unix timestamp of last modification */
lastModified: number;
/** 版本号 / Asset version number */
version: number;
}
/**
* Asset variant descriptor
* 资产变体描述符
*/
export interface IAssetVariant {
/** 目标平台 */
platform: AssetPlatform;
/** 质量级别 */
quality: AssetQuality;
/** 本地化语言 / Language code for localized assets */
locale?: string;
/** 主题变体 / Theme identifier (e.g., 'dark', 'light') */
theme?: string;
}
/**
* Asset load options
* 资产加载选项
*/
export interface IAssetLoadOptions {
/** 加载优先级0-100越高越优先 / Priority level 0-100, higher loads first */
priority?: number;
/** 是否异步加载 / Use async loading */
async?: boolean;
/** 指定加载的变体 / Specific variant to load */
variant?: IAssetVariant;
/** 强制重新加载 / Force reload even if cached */
forceReload?: boolean;
/** 超时时间(毫秒) / Timeout in milliseconds */
timeout?: number;
/** 进度回调 / Progress callback (0-1) */
onProgress?: (progress: number) => void;
}
/**
* Asset bundle manifest
* 资产包清单
*/
export interface IAssetBundleManifest {
/** 包名称 */
name: string;
/** 版本号 */
version: string;
/** 内容哈希 / Content hash for integrity check */
hash: string;
/** 压缩类型 */
compression?: 'none' | 'gzip' | 'brotli';
/** 包含的资产列表 / Assets contained in this bundle */
assets: AssetGUID[];
/** 依赖的其他包 / Other bundles this depends on */
dependencies: string[];
/** 包大小(字节) / Bundle size in bytes */
size: number;
/** 创建时间戳 / Creation timestamp */
createdAt: number;
}
/**
* Asset loading result
* 资产加载结果
*/
export interface IAssetLoadResult<T = unknown> {
/** 加载的资产实例 */
asset: T;
/** 资产句柄 */
handle: AssetHandle;
/** 资产元数据 */
metadata: IAssetMetadata;
/** 加载耗时(毫秒) / Load time in milliseconds */
loadTime: number;
}
/**
* Asset loading error
* 资产加载错误
*/
export class AssetLoadError extends Error {
constructor(
message: string,
public readonly guid: AssetGUID,
public readonly type: AssetType,
public readonly cause?: Error
) {
super(message);
this.name = 'AssetLoadError';
Object.setPrototypeOf(this, new.target.prototype);
}
/**
* Factory method for file not found error
* 文件未找到错误的工厂方法
*/
static fileNotFound(guid: AssetGUID, path: string): AssetLoadError {
return new AssetLoadError(`Asset file not found: ${path}`, guid, AssetType.Custom);
}
/**
* Factory method for unsupported type error
* 不支持的类型错误的工厂方法
*/
static unsupportedType(guid: AssetGUID, type: AssetType): AssetLoadError {
return new AssetLoadError(`Unsupported asset type: ${type}`, guid, type);
}
/**
* Factory method for load timeout error
* 加载超时错误的工厂方法
*/
static loadTimeout(guid: AssetGUID, type: AssetType, timeout: number): AssetLoadError {
return new AssetLoadError(`Asset load timeout after ${timeout}ms`, guid, type);
}
/**
* Factory method for dependency failed error
* 依赖加载失败错误的工厂方法
*/
static dependencyFailed(guid: AssetGUID, type: AssetType, depGuid: AssetGUID): AssetLoadError {
return new AssetLoadError(`Dependency failed to load: ${depGuid}`, guid, type);
}
}
/**
* Asset reference counting info
* 资产引用计数信息
*/
export interface IAssetReferenceInfo {
/** 资产GUID */
guid: AssetGUID;
/** 资产句柄 */
handle: AssetHandle;
/** 引用计数 */
referenceCount: number;
/** 最后访问时间 / Unix timestamp of last access */
lastAccessTime: number;
/** 当前状态 */
state: AssetState;
}
/**
* Asset import options
* 资产导入选项
*/
export interface IAssetImportOptions {
/** 资产类型 */
type: AssetType;
/** 生成Mipmap / Generate mipmaps for textures */
generateMipmaps?: boolean;
/** 纹理压缩格式 / Texture compression format */
compression?: 'none' | 'dxt' | 'etc2' | 'astc';
/** 最大纹理尺寸 / Maximum texture dimension */
maxTextureSize?: number;
/** 生成LOD / Generate LODs for meshes */
generateLODs?: boolean;
/** 优化网格 / Optimize mesh geometry */
optimizeMesh?: boolean;
/** 音频格式 / Audio encoding format */
audioFormat?: 'mp3' | 'ogg' | 'wav';
/** 自定义处理器 / Custom processor plugin name */
customProcessor?: string;
}
/**
* Asset usage statistics
* 资产使用统计
*/
export interface IAssetUsageStats {
/** 资产GUID */
guid: AssetGUID;
/** 加载次数 */
loadCount: number;
/** 总加载时间(毫秒) / Total time spent loading in ms */
totalLoadTime: number;
/** 平均加载时间(毫秒) / Average load time in ms */
averageLoadTime: number;
/** 最后使用时间 / Unix timestamp of last use */
lastUsedTime: number;
/** 被引用的资产列表 / Assets that reference this one */
referencedBy: AssetGUID[];
}
/**
* Asset preload group
* 资产预加载组
*/
export interface IAssetPreloadGroup {
/** 组名称 */
name: string;
/** 包含的资产 */
assets: AssetGUID[];
/** 加载优先级 / Load priority 0-100 */
priority: number;
/** 是否必需 / Must be loaded before scene start */
required: boolean;
}
/**
* Asset loading progress info
* 资产加载进度信息
*/
export interface IAssetLoadProgress {
/** 当前加载的资产 */
currentAsset: string;
/** 已加载数量 */
loadedCount: number;
/** 总数量 */
totalCount: number;
/** 已加载字节数 */
loadedBytes: number;
/** 总字节数 */
totalBytes: number;
/** 进度百分比0-1 / Progress value 0-1 */
progress: number;
}
/**
* Asset catalog entry for runtime lookups
* 运行时查找的资产目录条目
*/
export interface IAssetCatalogEntry {
/** 资产GUID */
guid: AssetGUID;
/** 资产路径 */
path: string;
/** 资产类型 */
type: AssetType;
/** 所在包名称 / Bundle containing this asset */
bundleName?: string;
/** 可用变体 / Available variants */
variants?: IAssetVariant[];
/** 大小(字节) / Size in bytes */
size: number;
/** 内容哈希 / Content hash */
hash: string;
}
/**
* Runtime asset catalog
* 运行时资产目录
*/
export interface IAssetCatalog {
/** 版本号 */
version: string;
/** 创建时间戳 / Creation timestamp */
createdAt: number;
/** 所有目录条目 / All catalog entries */
entries: Map<AssetGUID, IAssetCatalogEntry>;
/** 此目录中的包 / Bundles in this catalog */
bundles: Map<string, IAssetBundleManifest>;
}
/**
* Asset hot-reload event
* 资产热重载事件
*/
export interface IAssetHotReloadEvent {
/** 资产GUID */
guid: AssetGUID;
/** 资产路径 */
path: string;
/** 资产类型 */
type: AssetType;
/** 旧版本哈希 / Previous version hash */
oldHash: string;
/** 新版本哈希 / New version hash */
newHash: string;
/** 时间戳 */
timestamp: number;
}

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/**
* Path Validator
* 路径验证器
*
* Validates and sanitizes asset paths for security
* 验证并清理资产路径以确保安全
*/
/**
* Path validation options.
* 路径验证选项。
*/
export interface PathValidationOptions {
/** Allow absolute paths (for editor environment). | 允许绝对路径(用于编辑器环境)。 */
allowAbsolutePaths?: boolean;
/** Allow URLs (http://, https://, asset://). | 允许 URL。 */
allowUrls?: boolean;
}
export class PathValidator {
// Dangerous path patterns (without absolute path checks)
private static readonly DANGEROUS_PATTERNS_STRICT = [
/\.\.[/\\]/g, // Path traversal attempts (..)
/^[/\\]/, // Absolute paths on Unix
/^[a-zA-Z]:[/\\]/, // Absolute paths on Windows
/\0/, // Null bytes
/%00/, // URL encoded null bytes
/\.\.%2[fF]/ // URL encoded path traversal
];
// Dangerous path patterns (allowing absolute paths)
private static readonly DANGEROUS_PATTERNS_RELAXED = [
/\.\.[/\\]/g, // Path traversal attempts (..)
/\0/, // Null bytes
/%00/, // URL encoded null bytes
/\.\.%2[fF]/ // URL encoded path traversal
];
// Valid path characters for relative paths (alphanumeric, dash, underscore, dot, slash)
private static readonly VALID_PATH_REGEX = /^[a-zA-Z0-9\-_./\\@]+$/;
// Valid path characters for absolute paths (includes colon for Windows drives)
private static readonly VALID_ABSOLUTE_PATH_REGEX = /^[a-zA-Z0-9\-_./\\@:]+$/;
// URL pattern
private static readonly URL_REGEX = /^(https?|asset|blob|data):\/\//;
// Maximum path length
private static readonly MAX_PATH_LENGTH = 1024;
/** Global options for path validation. | 路径验证的全局选项。 */
private static _globalOptions: PathValidationOptions = {
allowAbsolutePaths: false,
allowUrls: true
};
/**
* Set global validation options.
* 设置全局验证选项。
*/
static setGlobalOptions(options: PathValidationOptions): void {
this._globalOptions = { ...this._globalOptions, ...options };
}
/**
* Get current global options.
* 获取当前全局选项。
*/
static getGlobalOptions(): PathValidationOptions {
return { ...this._globalOptions };
}
/**
* Validate if a path is safe
* 验证路径是否安全
*/
static validate(path: string, options?: PathValidationOptions): { valid: boolean; reason?: string } {
const opts = { ...this._globalOptions, ...options };
// Check for null/undefined/empty
if (!path || typeof path !== 'string') {
return { valid: false, reason: 'Path is empty or invalid' };
}
// Check length
if (path.length > this.MAX_PATH_LENGTH) {
return { valid: false, reason: `Path exceeds maximum length of ${this.MAX_PATH_LENGTH} characters` };
}
// Allow URLs if enabled
if (opts.allowUrls && this.URL_REGEX.test(path)) {
return { valid: true };
}
// Choose patterns based on options
const patterns = opts.allowAbsolutePaths
? this.DANGEROUS_PATTERNS_RELAXED
: this.DANGEROUS_PATTERNS_STRICT;
// Check for dangerous patterns
for (const pattern of patterns) {
if (pattern.test(path)) {
return { valid: false, reason: 'Path contains dangerous pattern' };
}
}
// Check for valid characters
const validCharsRegex = opts.allowAbsolutePaths
? this.VALID_ABSOLUTE_PATH_REGEX
: this.VALID_PATH_REGEX;
if (!validCharsRegex.test(path)) {
return { valid: false, reason: 'Path contains invalid characters' };
}
return { valid: true };
}
/**
* Sanitize a path
* 清理路径
*/
static sanitize(path: string): string {
if (!path || typeof path !== 'string') {
return '';
}
// Remove dangerous patterns
let sanitized = path;
// Remove path traversal (apply repeatedly until fully removed)
let prev;
do {
prev = sanitized;
sanitized = sanitized.replace(/\.\.[/\\]/g, '');
} while (sanitized !== prev);
// Remove leading slashes
sanitized = sanitized.replace(/^[/\\]+/, '');
// Remove null bytes
sanitized = sanitized.replace(/\0/g, '');
sanitized = sanitized.replace(/%00/g, '');
// Remove invalid Windows characters
sanitized = sanitized.replace(/[<>:"|?*]/g, '_');
// Normalize slashes
sanitized = sanitized.replace(/\\/g, '/');
// Remove double slashes
sanitized = sanitized.replace(/\/+/g, '/');
// Trim whitespace
sanitized = sanitized.trim();
// Truncate if too long
if (sanitized.length > this.MAX_PATH_LENGTH) {
sanitized = sanitized.substring(0, this.MAX_PATH_LENGTH);
}
return sanitized;
}
/**
* Check if path is trying to escape the base directory
* 检查路径是否试图逃离基础目录
*/
static isPathTraversal(path: string): boolean {
const normalized = path.replace(/\\/g, '/');
return normalized.includes('../') || normalized.includes('..\\');
}
/**
* Normalize a path for consistent handling
* 规范化路径以便一致处理
*/
static normalize(path: string): string {
if (!path) return '';
// Sanitize first
let normalized = this.sanitize(path);
// Convert backslashes to forward slashes
normalized = normalized.replace(/\\/g, '/');
// Remove trailing slash (except for root)
if (normalized.length > 1 && normalized.endsWith('/')) {
normalized = normalized.slice(0, -1);
}
return normalized;
}
/**
* Join path segments safely
* 安全地连接路径段
*/
static join(...segments: string[]): string {
const validSegments = segments
.filter((s) => s && typeof s === 'string')
.map((s) => this.sanitize(s))
.filter((s) => s.length > 0);
if (validSegments.length === 0) {
return '';
}
return this.normalize(validSegments.join('/'));
}
/**
* Get file extension safely
* 安全地获取文件扩展名
*/
static getExtension(path: string): string {
const sanitized = this.sanitize(path);
const lastDot = sanitized.lastIndexOf('.');
const lastSlash = sanitized.lastIndexOf('/');
if (lastDot > lastSlash && lastDot > 0) {
return sanitized.substring(lastDot + 1).toLowerCase();
}
return '';
}
}

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/**
* UV Coordinate Helper
* UV 坐标辅助工具
*
* 引擎使用图像坐标系:
* Engine uses image coordinate system:
* - 原点 (0, 0) 在左上角 | Origin at top-left
* - V 轴向下增长 | V-axis increases downward
* - UV 格式:[u0, v0, u1, v1] 其中 v0 < v1
*/
export class UVHelper {
/**
* Calculate UV coordinates for a texture region
* 计算纹理区域的 UV 坐标
*/
static calculateUV(
imageRect: { x: number; y: number; width: number; height: number },
textureSize: { width: number; height: number }
): [number, number, number, number] {
const { x, y, width, height } = imageRect;
const { width: tw, height: th } = textureSize;
return [
x / tw, // u0
y / th, // v0
(x + width) / tw, // u1
(y + height) / th // v1
];
}
/**
* Calculate UV coordinates for a tile in a tileset
* 计算 tileset 中某个 tile 的 UV 坐标
*/
static calculateTileUV(
tileIndex: number,
tilesetInfo: {
columns: number;
tileWidth: number;
tileHeight: number;
imageWidth: number;
imageHeight: number;
margin?: number;
spacing?: number;
}
): [number, number, number, number] | null {
if (tileIndex < 0) return null;
const {
columns,
tileWidth,
tileHeight,
imageWidth,
imageHeight,
margin = 0,
spacing = 0
} = tilesetInfo;
const col = tileIndex % columns;
const row = Math.floor(tileIndex / columns);
const x = margin + col * (tileWidth + spacing);
const y = margin + row * (tileHeight + spacing);
return this.calculateUV(
{ x, y, width: tileWidth, height: tileHeight },
{ width: imageWidth, height: imageHeight }
);
}
static validateUV(uv: [number, number, number, number]): boolean {
const [u0, v0, u1, v1] = uv;
return u0 >= 0 && u0 <= 1 && u1 >= 0 && u1 <= 1 &&
v0 >= 0 && v0 <= 1 && v1 >= 0 && v1 <= 1 &&
u0 < u1 && v0 < v1;
}
static debugPrint(uv: [number, number, number, number], label?: string): void {
const prefix = label ? `[${label}] ` : '';
console.log(`${prefix}UV: [${uv.map(n => n.toFixed(4)).join(', ')}]`);
}
}

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{
"compilerOptions": {
"target": "ES2020",
"module": "ES2020",
"moduleResolution": "bundler",
"lib": ["ES2020", "DOM"],
"outDir": "./dist",
"rootDir": "./src",
"strict": true,
"esModuleInterop": true,
"allowSyntheticDefaultImports": true,
"skipLibCheck": true,
"forceConsistentCasingInFileNames": true,
"declaration": true,
"declarationMap": true,
"resolveJsonModule": true,
"experimentalDecorators": true,
"emitDecoratorMetadata": true
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"]
}

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{
"compilerOptions": {
"target": "ES2020",
"module": "ESNext",
"lib": ["ES2020", "DOM", "DOM.Iterable"],
"composite": true,
"declaration": true,
"declarationMap": true,
"outDir": "./dist",
"rootDir": "./src",
"strict": true,
"esModuleInterop": true,
"skipLibCheck": true,
"forceConsistentCasingInFileNames": true,
"moduleResolution": "node",
"resolveJsonModule": true,
"isolatedModules": true,
"noEmit": false,
"experimentalDecorators": true,
"emitDecoratorMetadata": true,
"sourceMap": true,
"noImplicitAny": true,
"strictNullChecks": true,
"strictFunctionTypes": true,
"strictBindCallApply": true,
"strictPropertyInitialization": true,
"noImplicitThis": true,
"alwaysStrict": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"noImplicitReturns": true,
"noFallthroughCasesInSwitch": true,
"allowSyntheticDefaultImports": true
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist", "**/*.test.ts", "**/*.spec.ts"]
}

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import { defineConfig } from 'tsup';
import { runtimeOnlyPreset } from '../build-config/src/presets/plugin-tsup';
export default defineConfig({
...runtimeOnlyPreset(),
tsconfig: 'tsconfig.build.json'
});

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{
"id": "audio",
"name": "@esengine/audio",
"displayName": "Audio",
"description": "Audio playback and sound effects | 音频播放和音效",
"version": "1.0.0",
"category": "Audio",
"icon": "Volume2",
"tags": [
"audio",
"sound",
"music"
],
"isCore": false,
"defaultEnabled": false,
"isEngineModule": true,
"canContainContent": true,
"platforms": [
"web",
"desktop",
"mobile"
],
"dependencies": [
"core",
"asset-system"
],
"exports": {
"components": [
"AudioSourceComponent",
"AudioListenerComponent"
],
"systems": [
"AudioSystem"
],
"other": [
"AudioClip",
"AudioMixer"
]
},
"requiresWasm": false,
"outputPath": "dist/index.js",
"pluginExport": "AudioPlugin"
}

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{
"name": "@esengine/audio",
"version": "1.0.0",
"description": "ECS-based audio system",
"esengine": {
"plugin": true,
"pluginExport": "AudioPlugin",
"category": "audio",
"isEnginePlugin": true
},
"main": "dist/index.js",
"module": "dist/index.js",
"types": "dist/index.d.ts",
"type": "module",
"exports": {
".": {
"types": "./dist/index.d.ts",
"import": "./dist/index.js"
}
},
"files": [
"dist"
],
"scripts": {
"build": "tsup",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit",
"clean": "rimraf dist"
},
"devDependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/engine-core": "workspace:*",
"@esengine/build-config": "workspace:*",
"rimraf": "^5.0.5",
"tsup": "^8.0.0",
"typescript": "^5.3.3"
},
"keywords": [
"ecs",
"audio",
"sound",
"music"
],
"author": "yhh",
"license": "MIT"
}

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import type { ComponentRegistry as ComponentRegistryType } from '@esengine/ecs-framework';
import type { IRuntimeModule, IPlugin, ModuleManifest } from '@esengine/engine-core';
import { AudioSourceComponent } from './AudioSourceComponent';
class AudioRuntimeModule implements IRuntimeModule {
registerComponents(registry: typeof ComponentRegistryType): void {
registry.register(AudioSourceComponent);
}
}
const manifest: ModuleManifest = {
id: 'audio',
name: '@esengine/audio',
displayName: 'Audio',
version: '1.0.0',
description: '音频组件',
category: 'Audio',
isCore: false,
defaultEnabled: true,
isEngineModule: true,
dependencies: ['core', 'asset-system'],
exports: { components: ['AudioSourceComponent'] }
};
export const AudioPlugin: IPlugin = {
manifest,
runtimeModule: new AudioRuntimeModule()
};

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import { Component, ECSComponent, Serializable, Serialize, Property } from '@esengine/ecs-framework';
@ECSComponent('AudioSource')
@Serializable({ version: 1, typeId: 'AudioSource' })
export class AudioSourceComponent extends Component {
@Serialize()
@Property({ type: 'asset', label: 'Audio Clip', assetType: 'audio' })
clip: string = '';
/** 范围 [0, 1] */
@Serialize()
@Property({ type: 'number', label: 'Volume', min: 0, max: 1, step: 0.01 })
volume: number = 1;
@Serialize()
@Property({ type: 'number', label: 'Pitch', min: 0.1, max: 3, step: 0.1 })
pitch: number = 1;
@Serialize()
@Property({ type: 'boolean', label: 'Loop' })
loop: boolean = false;
@Serialize()
@Property({ type: 'boolean', label: 'Play On Awake' })
playOnAwake: boolean = false;
@Serialize()
@Property({ type: 'boolean', label: 'Mute' })
mute: boolean = false;
/** 0 = 2D, 1 = 3D */
@Serialize()
@Property({ type: 'number', label: 'Spatial Blend', min: 0, max: 1, step: 0.1 })
spatialBlend: number = 0;
@Serialize()
@Property({ type: 'number', label: 'Min Distance' })
minDistance: number = 1;
@Serialize()
@Property({ type: 'number', label: 'Max Distance' })
maxDistance: number = 500;
}

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export { AudioSourceComponent } from './AudioSourceComponent';
export { AudioPlugin } from './AudioPlugin';

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{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"composite": false,
"declaration": true,
"declarationMap": true,
"outDir": "./dist",
"rootDir": "./src"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist", "**/*.test.ts"]
}

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@@ -0,0 +1,13 @@
{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"composite": true,
"outDir": "./dist",
"rootDir": "./src"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"],
"references": [
{ "path": "../core" }
]
}

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@@ -0,0 +1,7 @@
import { defineConfig } from 'tsup';
import { runtimeOnlyPreset } from '../build-config/src/presets/plugin-tsup';
export default defineConfig({
...runtimeOnlyPreset(),
tsconfig: 'tsconfig.build.json'
});

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@@ -0,0 +1,49 @@
{
"name": "@esengine/behavior-tree-editor",
"version": "1.0.0",
"description": "Editor support for @esengine/behavior-tree - visual editor, inspectors, and tools",
"main": "dist/index.js",
"module": "dist/index.js",
"types": "dist/index.d.ts",
"type": "module",
"exports": {
".": {
"types": "./dist/index.d.ts",
"import": "./dist/index.js"
}
},
"files": [
"dist"
],
"scripts": {
"build": "tsup",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit",
"clean": "rimraf dist"
},
"dependencies": {
"@esengine/behavior-tree": "workspace:*"
},
"devDependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/engine-core": "workspace:*",
"@esengine/editor-core": "workspace:*",
"@esengine/editor-runtime": "workspace:*",
"@esengine/node-editor": "workspace:*",
"@esengine/build-config": "workspace:*",
"lucide-react": "^0.545.0",
"react": "^18.3.1",
"zustand": "^5.0.8",
"@types/react": "^18.3.12",
"rimraf": "^5.0.5",
"tsup": "^8.0.0",
"typescript": "^5.3.3"
},
"keywords": [
"ecs",
"behavior-tree",
"editor"
],
"author": "",
"license": "MIT"
}

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