* 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
76 lines
2.8 KiB
TypeScript
76 lines
2.8 KiB
TypeScript
/**
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* Tilemap Runtime Module (Pure runtime, no editor dependencies)
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* Tilemap 运行时模块(纯运行时,无编辑器依赖)
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*/
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import type { IScene } from '@esengine/ecs-framework';
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import { ComponentRegistry } from '@esengine/ecs-framework';
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import type { IRuntimeModuleLoader, SystemContext } from '@esengine/ecs-components';
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import type { AssetManager } from '@esengine/asset-system';
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import { TilemapComponent } from './TilemapComponent';
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import { TilemapRenderingSystem } from './systems/TilemapRenderingSystem';
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import { TilemapCollider2DComponent } from './physics/TilemapCollider2DComponent';
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import { TilemapPhysicsSystem, type IPhysicsWorld } from './physics/TilemapPhysicsSystem';
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import { TilemapLoader } from './loaders/TilemapLoader';
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import { TilemapAssetType } from './index';
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/**
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* Tilemap Runtime Module
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* Tilemap 运行时模块
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*/
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export class TilemapRuntimeModule implements IRuntimeModuleLoader {
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private _tilemapPhysicsSystem: TilemapPhysicsSystem | null = null;
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private _loaderRegistered = false;
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registerComponents(registry: typeof ComponentRegistry): void {
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registry.register(TilemapComponent);
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registry.register(TilemapCollider2DComponent);
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}
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createSystems(scene: IScene, context: SystemContext): void {
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// 注册 Tilemap 加载器到 AssetManager
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// Register tilemap loader to AssetManager
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const assetManager = context.assetManager as AssetManager | undefined;
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if (!this._loaderRegistered && assetManager) {
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assetManager.registerLoader(TilemapAssetType, new TilemapLoader());
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this._loaderRegistered = true;
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}
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// Tilemap rendering system
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const tilemapSystem = new TilemapRenderingSystem();
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scene.addSystem(tilemapSystem);
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if (context.renderSystem) {
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context.renderSystem.addRenderDataProvider(tilemapSystem);
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}
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context.tilemapSystem = tilemapSystem;
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// Tilemap physics system
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this._tilemapPhysicsSystem = new TilemapPhysicsSystem();
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scene.addSystem(this._tilemapPhysicsSystem);
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context.tilemapPhysicsSystem = this._tilemapPhysicsSystem;
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}
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/**
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* 所有系统创建完成后,连接跨插件依赖
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* Wire cross-plugin dependencies after all systems are created
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*/
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onSystemsCreated(_scene: IScene, context: SystemContext): void {
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// 连接物理世界(如果物理插件已加载)
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// Connect physics world (if physics plugin is loaded)
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if (this._tilemapPhysicsSystem && context.physics2DWorld) {
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this._tilemapPhysicsSystem.setPhysicsWorld(context.physics2DWorld as IPhysicsWorld);
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}
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}
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/**
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* 获取 Tilemap 物理系统
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*/
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get tilemapPhysicsSystem(): TilemapPhysicsSystem | null {
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return this._tilemapPhysicsSystem;
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}
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}
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