* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
53 lines
1.7 KiB
TypeScript
53 lines
1.7 KiB
TypeScript
/**
|
|
* Camera System
|
|
* 相机系统
|
|
*/
|
|
|
|
import { EntitySystem, Matcher, Entity, ECSSystem } from '@esengine/ecs-framework';
|
|
import type { IRenderConfigService } from '@esengine/engine-core';
|
|
import { CameraComponent } from './CameraComponent';
|
|
|
|
@ECSSystem('Camera', { updateOrder: -100 })
|
|
export class CameraSystem extends EntitySystem {
|
|
private renderConfig: IRenderConfigService;
|
|
private lastAppliedCameraId: number | null = null;
|
|
|
|
constructor(renderConfig: IRenderConfigService) {
|
|
// Match entities with CameraComponent
|
|
super(Matcher.empty().all(CameraComponent));
|
|
this.renderConfig = renderConfig;
|
|
}
|
|
|
|
protected override onBegin(): void {
|
|
// Will process cameras in process()
|
|
}
|
|
|
|
protected override process(entities: readonly Entity[]): void {
|
|
// Use first enabled camera
|
|
for (const entity of entities) {
|
|
if (!entity.enabled) continue;
|
|
|
|
const camera = entity.getComponent(CameraComponent);
|
|
if (!camera) continue;
|
|
|
|
// Only apply if camera changed
|
|
if (this.lastAppliedCameraId !== entity.id) {
|
|
this.applyCamera(camera);
|
|
this.lastAppliedCameraId = entity.id;
|
|
}
|
|
|
|
// Only use first active camera
|
|
break;
|
|
}
|
|
}
|
|
|
|
private applyCamera(camera: CameraComponent): void {
|
|
// Apply background color
|
|
const bgColor = camera.backgroundColor || '#000000';
|
|
const r = parseInt(bgColor.slice(1, 3), 16) / 255;
|
|
const g = parseInt(bgColor.slice(3, 5), 16) / 255;
|
|
const b = parseInt(bgColor.slice(5, 7), 16) / 255;
|
|
this.renderConfig.setClearColor(r, g, b, 1.0);
|
|
}
|
|
}
|