* 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
428 lines
16 KiB
TypeScript
428 lines
16 KiB
TypeScript
/**
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* 点击特效系统 - 处理点击输入并生成粒子效果
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* Click FX System - Handles click input and spawns particle effects
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*
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* 监听用户点击/触摸事件,在点击位置创建粒子效果实体。
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* Listens for user click/touch events and creates particle effect entities at click position.
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*/
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import { EntitySystem, Matcher, Entity, ECSSystem, PluginServiceRegistry, createServiceToken } from '@esengine/ecs-framework';
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import { Input, MouseButton, TransformComponent, SortingLayers } from '@esengine/engine-core';
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import { ClickFxComponent, ClickFxTriggerMode } from '../ClickFxComponent';
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import { ParticleSystemComponent, RenderSpace } from '../ParticleSystemComponent';
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import { CoordinateServiceToken, type ICoordinateService } from '@esengine/ecs-engine-bindgen';
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// ============================================================================
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// 本地服务令牌定义 | Local Service Token Definitions
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// ============================================================================
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/**
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* EngineRenderSystem 接口(最小定义,用于获取 UI Canvas 尺寸)
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* EngineRenderSystem interface (minimal definition for getting UI canvas size)
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*/
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interface IEngineRenderSystem {
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getUICanvasSize(): { width: number; height: number };
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}
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// RenderSystem 令牌(与 ecs-engine-bindgen 中的一致)
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// RenderSystem token (consistent with ecs-engine-bindgen)
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const RenderSystemToken = createServiceToken<IEngineRenderSystem>('renderSystem');
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/**
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* 点击特效系统
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* Click FX System
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*
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* @example
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* ```typescript
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* // 在场景中添加系统
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* scene.addSystem(new ClickFxSystem());
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*
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* // 创建带有 ClickFxComponent 的实体
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* const clickFxEntity = scene.createEntity('ClickFx');
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* const clickFx = clickFxEntity.addComponent(new ClickFxComponent());
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* clickFx.particleAssets = ['particle-guid-1', 'particle-guid-2'];
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* ```
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*/
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@ECSSystem('ClickFx', { updateOrder: 100 })
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export class ClickFxSystem extends EntitySystem {
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private _coordinateService: ICoordinateService | null = null;
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private _renderSystem: IEngineRenderSystem | null = null;
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private _entitiesToDestroy: Entity[] = [];
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private _canvas: HTMLCanvasElement | null = null;
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constructor() {
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super(Matcher.empty().all(ClickFxComponent));
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}
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/**
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* 设置服务注册表(用于获取 CoordinateService 和 RenderSystem)
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* Set service registry (for getting CoordinateService and RenderSystem)
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*/
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setServiceRegistry(services: PluginServiceRegistry): void {
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this._coordinateService = services.get(CoordinateServiceToken) ?? null;
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this._renderSystem = services.get(RenderSystemToken) ?? null;
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}
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/**
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* 设置坐标服务(直接注入)
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* Set coordinate service (direct injection)
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*/
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setCoordinateService(coordinateService: ICoordinateService): void {
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this._coordinateService = coordinateService;
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}
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/**
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* 设置 RenderSystem(直接注入)
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* Set RenderSystem (direct injection)
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*/
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setRenderSystem(renderSystem: IEngineRenderSystem): void {
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this._renderSystem = renderSystem;
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}
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/**
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* 设置 Canvas 元素(用于计算相对坐标)
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* Set canvas element (for calculating relative coordinates)
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*/
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setCanvas(canvas: HTMLCanvasElement): void {
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this._canvas = canvas;
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}
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/**
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* 检查是否应该处理
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* Check if should process
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*
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* 只在运行时模式(非编辑器模式)下处理点击事件
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* Only process click events in runtime mode (not editor mode)
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*/
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protected override onCheckProcessing(): boolean {
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// 编辑器模式下不处理(预览时也不处理,只有 Play 模式才处理)
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// Don't process in editor mode (including preview, only in Play mode)
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if (this.scene?.isEditorMode) {
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return false;
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}
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return super.onCheckProcessing();
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}
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protected override process(entities: readonly Entity[]): void {
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// 处理延迟销毁 | Process delayed destruction
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if (this._entitiesToDestroy.length > 0 && this.scene) {
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this.scene.destroyEntities(this._entitiesToDestroy);
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this._entitiesToDestroy = [];
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}
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for (const entity of entities) {
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const clickFx = entity.getComponent(ClickFxComponent);
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if (!clickFx || !clickFx.fxEnabled) continue;
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// 清理过期的特效 | Clean up expired effects
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this._cleanupExpiredEffects(clickFx);
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// 检查触发条件 | Check trigger conditions
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const triggered = this._checkTrigger(clickFx);
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if (!triggered) continue;
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// 检查是否可以添加新特效 | Check if can add new effect
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if (!clickFx.canAddEffect()) continue;
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// 获取点击/触摸位置 | Get click/touch position
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const screenPos = this._getInputPosition(clickFx);
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if (!screenPos) continue;
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// 转换为 canvas 相对坐标 | Convert to canvas-relative coordinates
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const canvasPos = this._windowToCanvas(screenPos.x, screenPos.y);
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// 应用偏移 | Apply offset
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canvasPos.x += clickFx.positionOffset.x;
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canvasPos.y += clickFx.positionOffset.y;
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// 创建粒子效果(使用屏幕空间坐标)
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// Create particle effect (using screen space coordinates)
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this._spawnEffect(clickFx, canvasPos.x, canvasPos.y);
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}
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}
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/**
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* 窗口坐标转 canvas 相对坐标
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* Window to canvas-relative coordinate conversion
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*
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* 将窗口坐标转换为 UI Canvas 的像素坐标。
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* Converts window coordinates to UI canvas pixel coordinates.
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*/
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private _windowToCanvas(windowX: number, windowY: number): { x: number; y: number } {
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// 获取 UI Canvas 尺寸 | Get UI canvas size
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const canvasSize = this._renderSystem?.getUICanvasSize();
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const uiCanvasWidth = canvasSize?.width ?? 1920;
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const uiCanvasHeight = canvasSize?.height ?? 1080;
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let canvasX = windowX;
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let canvasY = windowY;
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if (this._canvas) {
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const rect = this._canvas.getBoundingClientRect();
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// 计算 CSS 坐标 | Calculate CSS coordinates
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canvasX = windowX - rect.left;
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canvasY = windowY - rect.top;
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// 将 CSS 坐标映射到 UI Canvas 坐标
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// Map CSS coordinates to UI canvas coordinates
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// UI Canvas 保持宽高比,可能会有 letterbox/pillarbox
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// UI Canvas maintains aspect ratio, may have letterbox/pillarbox
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const cssWidth = rect.width;
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const cssHeight = rect.height;
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// 计算 UI Canvas 在 CSS 坐标中的实际显示区域
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// Calculate actual display area of UI Canvas in CSS coordinates
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const uiAspect = uiCanvasWidth / uiCanvasHeight;
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const cssAspect = cssWidth / cssHeight;
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let displayWidth: number;
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let displayHeight: number;
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let offsetX = 0;
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let offsetY = 0;
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if (cssAspect > uiAspect) {
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// CSS 更宽,pillarbox(左右黑边)
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// CSS is wider, pillarbox (black bars on sides)
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displayHeight = cssHeight;
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displayWidth = cssHeight * uiAspect;
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offsetX = (cssWidth - displayWidth) / 2;
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} else {
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// CSS 更高,letterbox(上下黑边)
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// CSS is taller, letterbox (black bars on top/bottom)
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displayWidth = cssWidth;
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displayHeight = cssWidth / uiAspect;
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offsetY = (cssHeight - displayHeight) / 2;
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}
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// 转换为 UI Canvas 坐标
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// Convert to UI canvas coordinates
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canvasX = ((canvasX - offsetX) / displayWidth) * uiCanvasWidth;
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canvasY = ((canvasY - offsetY) / displayHeight) * uiCanvasHeight;
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}
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return { x: canvasX, y: canvasY };
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}
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/**
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* 检查触发条件
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* Check trigger conditions
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*/
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private _checkTrigger(clickFx: ClickFxComponent): boolean {
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const mode = clickFx.triggerMode;
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// 首先检查鼠标是否在 Canvas 内
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// First check if mouse is within canvas bounds
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if (!this._isMouseInCanvas()) {
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return false;
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}
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switch (mode) {
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case ClickFxTriggerMode.LeftClick:
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return Input.isMouseButtonJustPressed(MouseButton.Left);
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case ClickFxTriggerMode.RightClick:
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return Input.isMouseButtonJustPressed(MouseButton.Right);
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case ClickFxTriggerMode.AnyClick:
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return Input.isMouseButtonJustPressed(MouseButton.Left) ||
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Input.isMouseButtonJustPressed(MouseButton.Middle) ||
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Input.isMouseButtonJustPressed(MouseButton.Right);
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case ClickFxTriggerMode.Touch:
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return this._checkTouchStart();
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case ClickFxTriggerMode.All:
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return Input.isMouseButtonJustPressed(MouseButton.Left) ||
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Input.isMouseButtonJustPressed(MouseButton.Middle) ||
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Input.isMouseButtonJustPressed(MouseButton.Right) ||
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this._checkTouchStart();
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default:
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return false;
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}
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}
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/**
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* 检查鼠标是否在 Canvas 内
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* Check if mouse is within canvas bounds
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*/
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private _isMouseInCanvas(): boolean {
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if (!this._canvas) {
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return true; // 没有 canvas 引用时,默认允许(兼容旧行为)
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}
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const rect = this._canvas.getBoundingClientRect();
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const mouseX = Input.mousePosition.x;
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const mouseY = Input.mousePosition.y;
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// 检查鼠标是否在 canvas 边界内
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// Check if mouse is within canvas bounds
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return mouseX >= rect.left &&
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mouseX <= rect.right &&
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mouseY >= rect.top &&
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mouseY <= rect.bottom;
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}
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/**
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* 检查是否有新的触摸开始
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* Check if there's a new touch start
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*/
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private _checkTouchStart(): boolean {
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for (const [id] of Input.touches) {
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if (Input.isTouchJustStarted(id)) {
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return true;
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}
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}
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return false;
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}
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/**
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* 获取输入位置
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* Get input position
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*/
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private _getInputPosition(clickFx: ClickFxComponent): { x: number; y: number } | null {
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const mode = clickFx.triggerMode;
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// 优先检查触摸 | Check touch first
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if (mode === ClickFxTriggerMode.Touch || mode === ClickFxTriggerMode.All) {
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for (const [id, touch] of Input.touches) {
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if (Input.isTouchJustStarted(id)) {
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return { x: touch.x, y: touch.y };
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}
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}
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}
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// 检查鼠标 | Check mouse
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if (mode !== ClickFxTriggerMode.Touch) {
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return { x: Input.mousePosition.x, y: Input.mousePosition.y };
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}
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return null;
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}
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/**
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* 生成粒子效果
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* Spawn particle effect
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*
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* 点击特效使用屏幕空间渲染,坐标相对于 UI Canvas 中心。
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* Click effects use screen space rendering, coordinates relative to UI canvas center.
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*/
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private _spawnEffect(clickFx: ClickFxComponent, screenX: number, screenY: number): void {
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const particleGuid = clickFx.getNextParticleAsset();
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if (!particleGuid) {
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console.warn('[ClickFxSystem] No particle assets configured');
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return;
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}
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if (!this.scene) {
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console.warn('[ClickFxSystem] No scene available');
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return;
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}
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// 获取 UI Canvas 尺寸 | Get UI canvas size
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const canvasSize = this._renderSystem?.getUICanvasSize();
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const canvasWidth = canvasSize?.width ?? 1920;
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const canvasHeight = canvasSize?.height ?? 1080;
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// 将屏幕坐标转换为屏幕空间坐标(相对于 UI Canvas 中心)
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// Convert screen coords to screen space coords (relative to UI canvas center)
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// 屏幕空间坐标系:中心为 (0, 0),Y 轴向上
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// Screen space coordinate system: center at (0, 0), Y-axis up
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const screenSpaceX = screenX - canvasWidth / 2;
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const screenSpaceY = canvasHeight / 2 - screenY; // Y 翻转
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// 创建特效实体 | Create effect entity
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const effectEntity = this.scene.createEntity(`ClickFx_${Date.now()}`);
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// 添加 Transform(使用屏幕空间坐标)| Add Transform (using screen space coords)
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const transform = effectEntity.addComponent(new TransformComponent(screenSpaceX, screenSpaceY));
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transform.setScale(clickFx.scale, clickFx.scale, 1);
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// 创建 ParticleSystemComponent 并预先设置 GUID(在添加到实体前)
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// Create ParticleSystemComponent and set GUID before adding to entity
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// 这样 ParticleUpdateSystem.onAdded 触发时已经有 GUID 了
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// So ParticleUpdateSystem.onAdded has the GUID when triggered
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const particleSystem = new ParticleSystemComponent();
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particleSystem.particleAssetGuid = particleGuid;
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particleSystem.autoPlay = true;
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// 使用 ScreenOverlay 层和屏幕空间渲染
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// Use ScreenOverlay layer and screen space rendering
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particleSystem.sortingLayer = SortingLayers.ScreenOverlay;
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particleSystem.orderInLayer = 0;
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particleSystem.renderSpace = RenderSpace.Screen;
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// 添加组件到实体(触发 ParticleUpdateSystem 的初始化和资产加载)
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// Add component to entity (triggers ParticleUpdateSystem initialization and asset loading)
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effectEntity.addComponent(particleSystem);
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// 记录活跃特效 | Record active effect
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clickFx.addActiveEffect(effectEntity.id);
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}
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/**
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* 清理过期的特效
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* Clean up expired effects
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*/
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private _cleanupExpiredEffects(clickFx: ClickFxComponent): void {
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if (!this.scene) return;
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const now = Date.now();
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const lifetimeMs = clickFx.effectLifetime * 1000;
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const effectsToRemove: number[] = [];
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for (const effect of clickFx.getActiveEffects()) {
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const age = now - effect.startTime;
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if (age >= lifetimeMs) {
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// 标记为需要移除 | Mark for removal
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effectsToRemove.push(effect.entityId);
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// 查找并销毁实体 | Find and destroy entity
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const entity = this.scene.findEntityById(effect.entityId);
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if (entity) {
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// 停止粒子系统 | Stop particle system
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const particleSystem = entity.getComponent(ParticleSystemComponent);
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if (particleSystem) {
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particleSystem.stop(true);
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}
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// 添加到销毁队列 | Add to destroy queue
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this._entitiesToDestroy.push(entity);
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}
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}
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}
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// 从记录中移除 | Remove from records
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for (const entityId of effectsToRemove) {
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clickFx.removeActiveEffect(entityId);
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}
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}
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protected override onDestroy(): void {
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// 清理所有特效 | Clean up all effects
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if (this.scene) {
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const entities = this.scene.entities.buffer;
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for (let i = 0; i < entities.length; i++) {
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const entity = entities[i];
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const clickFx = entity.getComponent(ClickFxComponent);
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if (clickFx) {
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for (const effect of clickFx.getActiveEffects()) {
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const effectEntity = this.scene.findEntityById(effect.entityId);
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if (effectEntity) {
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this._entitiesToDestroy.push(effectEntity);
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}
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}
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clickFx.clearActiveEffects();
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}
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}
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// 立即销毁 | Destroy immediately
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if (this._entitiesToDestroy.length > 0) {
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this.scene.destroyEntities(this._entitiesToDestroy);
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this._entitiesToDestroy = [];
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}
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}
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}
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}
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