* feat(ui): 动态图集系统与渲染调试增强 ## 核心功能 ### 动态图集系统 (Dynamic Atlas) - 新增 DynamicAtlasManager:运行时纹理打包,支持 MaxRects 算法 - 新增 DynamicAtlasService:自动纹理加载与图集管理 - 新增 BinPacker:高效矩形打包算法 - 支持动态/固定两种扩展策略 - 自动 UV 重映射,实现 UI 元素合批渲染 ### Frame Debugger 增强 - 新增合批分析面板,显示批次中断原因 - 新增 UI 元素层级信息(depth, worldOrderInLayer) - 新增实体高亮功能,点击可在场景中定位 - 新增动态图集可视化面板 - 改进渲染原语详情展示 ### 闪光效果 (Shiny Effect) - 新增 UIShinyEffectComponent:UI 闪光参数配置 - 新增 UIShinyEffectSystem:材质覆盖驱动的闪光动画 - 新增 ShinyEffectComponent/System(Sprite 版本) ## 引擎层改进 ### Rust 纹理管理扩展 - create_blank_texture:创建空白 GPU 纹理 - update_texture_region:局部纹理更新 - 支持动态图集的 GPU 端操作 ### 材质系统 - 新增 effects/ 目录:ShinyEffect 等效果实现 - 新增 interfaces/ 目录:IMaterial 等接口定义 - 新增 mixins/ 目录:可组合的材质功能 ### EngineBridge 扩展 - 新增 createBlankTexture/updateTextureRegion 方法 - 改进纹理加载回调机制 ## UI 渲染改进 - UIRenderCollector:支持合批调试信息 - 稳定排序:addIndex 保证渲染顺序一致性 - 九宫格渲染优化 - 材质覆盖支持 ## 其他改进 - 国际化:新增 Frame Debugger 相关翻译 - 编辑器:新增渲染调试入口 - 文档:新增架构设计文档目录 * refactor(ui): 引入新基础组件架构与渲染工具函数 Phase 1 重构 - 组件职责分离与代码复用: 新增基础组件层: - UIGraphicComponent: 所有可视 UI 元素的基类(颜色、透明度、raycast) - UIImageComponent: 纹理显示组件(支持简单、切片、平铺、填充模式) - UISelectableComponent: 可交互元素的基类(状态管理、颜色过渡) 新增渲染工具: - UIRenderUtils: 提取共享的坐标计算、边框渲染、阴影渲染等工具函数 - getUIRenderTransform: 统一的变换数据提取 - renderBorder/renderShadow: 复用的边框和阴影渲染逻辑 新增渲染系统: - UIGraphicRenderSystem: 处理新基础组件的统一渲染器 重构现有系统: - UIRectRenderSystem: 使用新工具函数,移除重复代码 - UIButtonRenderSystem: 使用新工具函数,移除重复代码 这些改动为后续统一渲染系统奠定基础。 * refactor(ui): UIProgressBarRenderSystem 使用渲染工具函数 - 使用 getUIRenderTransform 替代手动变换计算 - 使用 renderBorder 工具函数替代重复的边框渲染 - 使用 lerpColor 工具函数替代重复的颜色插值 - 简化方法签名,使用 UIRenderTransform 类型 - 移除约 135 行重复代码 * refactor(ui): Slider 和 ScrollView 渲染系统使用工具函数 - UISliderRenderSystem: 使用 getUIRenderTransform,简化方法签名 - UIScrollViewRenderSystem: 使用 getUIRenderTransform,简化方法签名 - 统一使用 UIRenderTransform 类型减少参数传递 - 消除重复的变换计算代码 * refactor(ui): 使用 UIWidgetMarker 消除硬编码组件依赖 - 新增 UIWidgetMarker 标记组件 - UIRectRenderSystem 改为检查标记而非硬编码4种组件类型 - 各 Widget 渲染系统自动添加标记组件 - 减少模块间耦合,提高可扩展性 * feat(ui): 实现 Canvas 隔离机制 - 新增 UICanvasComponent 定义 Canvas 渲染组 - UITransformComponent 添加 Canvas 相关字段:canvasEntityId, worldSortingLayer, pixelPerfect - UILayoutSystem 传播 Canvas 设置给子元素 - UIRenderUtils 使用 Canvas 继承的排序层 - 支持嵌套 Canvas 和不同渲染模式 * refactor(ui): 统一纹理管理工具函数 Phase 4: 纹理管理统一 新增: - UITextureUtils.ts: 统一的纹理描述符接口和验证函数 - UITextureDescriptor: 支持 GUID/textureId/path 多种纹理源 - isValidTextureGuid: GUID 验证 - getTextureKey: 获取用于合批的纹理键 - normalizeTextureDescriptor: 规范化各种输入格式 - utils/index.ts: 工具函数导出 修改: - UIGraphicRenderSystem: 使用新的纹理工具函数 - index.ts: 导出纹理工具类型和函数 * refactor(ui): 实现统一的脏标记机制 Phase 5: Dirty 标记机制 新增: - UIDirtyFlags.ts: 位标记枚举和追踪工具 - UIDirtyFlags: Visual/Layout/Transform/Material/Text 标记 - IDirtyTrackable: 脏追踪接口 - DirtyTracker: 辅助工具类 - 帧级别脏状态追踪 (markFrameDirty, isFrameDirty) 修改: - UIGraphicComponent: 实现 IDirtyTrackable - 属性 setter 自动设置脏标记 - 保留 setDirty/clearDirty 向后兼容 - UIImageComponent: 所有属性支持脏追踪 - textureGuid/imageType/fillAmount 等变化自动标记 - UIGraphicRenderSystem: 使用 clearDirtyFlags() 导出: - UIDirtyFlags, IDirtyTrackable, DirtyTracker - markFrameDirty, isFrameDirty, clearFrameDirty * refactor(ui): 移除过时的 dirty flag API 移除 UIGraphicComponent 中的兼容性 API: - 移除 _isDirty getter/setter - 移除 setDirty() 方法 - 移除 clearDirty() 方法 现在统一使用新的 dirty flag 系统: - isDirty() / hasDirtyFlag(flags) - markDirty(flags) / clearDirtyFlags() * fix(ui): 修复两个 TODO 功能 1. 滑块手柄命中测试 (UIInputSystem) - UISliderComponent 添加 getHandleBounds() 计算手柄边界 - UISliderComponent 添加 isPointInHandle() 精确命中测试 - UIInputSystem.handleSlider() 使用精确测试更新悬停状态 2. 径向填充渲染 (UIGraphicRenderSystem) - 实现 renderRadialFill() 方法 - 支持 radial90/radial180/radial360 三种模式 - 支持 fillOrigin (top/right/bottom/left) 和 fillClockwise - 使用多段矩形近似饼形填充效果 * feat(ui): 完善 UI 系统架构和九宫格渲染 * fix(ui): 修复文本渲染层级问题并清理调试代码 - 修复纹理就绪后调用 invalidateUIRenderCaches() 导致的无限循环 - 移除 UITextRenderSystem、UIButtonRenderSystem、UIRectRenderSystem 中的首帧调试输出 - 移除 UILayoutSystem 中的布局调试日志 - 清理所有 __UI_RENDER_DEBUG__ 条件日志 * refactor(ui): 优化渲染批处理和输入框组件 渲染系统: - 修复 RenderBatcher 保持渲染顺序 - 优化 Rust SpriteBatch 避免合并非连续精灵 - 增强 EngineRenderSystem 纹理就绪检测 输入框组件: - 增强 UIInputFieldComponent 功能 - 改进 UIInputSystem 输入处理 - 新增 TextMeasureService 文本测量服务 * fix(ui): 修复九宫格首帧渲染和InputField输入问题 - 修复九宫格首帧 size=0x0 问题: - Viewport.tsx: 预览模式读取图片尺寸存储到 importSettings - AssetDatabase: ISpriteSettings 添加 width/height 字段 - AssetMetadataService: getTextureSpriteInfo 使用元数据尺寸作为后备 - UIRectRenderSystem: 当 atlasEntry 不存在时使用 spriteInfo 尺寸 - WebBuildPipeline: 构建时包含 importSettings - AssetManager: 从 catalog 初始化时复制 importSettings - AssetTypes: IAssetCatalogEntry 添加 importSettings 字段 - 修复 InputField 无法输入问题: - UIRuntimeModule: manifest 添加 pluginExport: 'UIPlugin' - 确保预览模式正确加载 UI 插件并绑定 UIInputSystem - 添加调试日志用于排查纹理加载问题 * fix(sprite): 修复类型导出错误 MaterialPropertyOverride 和 MaterialOverrides 应从 @esengine/material-system 导出 * fix(ui-editor): 补充 AnchorPreset 拉伸预设的映射 添加 StretchTop, StretchMiddle, StretchBottom, StretchLeft, StretchCenter, StretchRight 的位置和锚点值映射
444 lines
17 KiB
TypeScript
444 lines
17 KiB
TypeScript
/**
|
||
* 点击特效系统 - 处理点击输入并生成粒子效果
|
||
* Click FX System - Handles click input and spawns particle effects
|
||
*
|
||
* 监听用户点击/触摸事件,在点击位置创建粒子效果实体。
|
||
* Listens for user click/touch events and creates particle effect entities at click position.
|
||
*/
|
||
|
||
import { EntitySystem, Matcher, Entity, ECSSystem, PluginServiceRegistry, createServiceToken } from '@esengine/ecs-framework';
|
||
import { Input, MouseButton, TransformComponent, SortingLayers } from '@esengine/engine-core';
|
||
import { ClickFxComponent, ClickFxTriggerMode } from '../ClickFxComponent';
|
||
import { ParticleSystemComponent, RenderSpace } from '../ParticleSystemComponent';
|
||
|
||
// ============================================================================
|
||
// 本地服务令牌定义 | Local Service Token Definitions
|
||
// ============================================================================
|
||
// 使用 createServiceToken() 本地定义(与 runtime-core 相同策略)
|
||
// createServiceToken() 使用 Symbol.for(),确保运行时与源模块令牌匹配
|
||
//
|
||
// Local token definitions using createServiceToken() (same strategy as runtime-core)
|
||
// createServiceToken() uses Symbol.for(), ensuring runtime match with source module tokens
|
||
// ============================================================================
|
||
|
||
/**
|
||
* EngineBridge 接口(最小定义,用于坐标转换)
|
||
* EngineBridge interface (minimal definition for coordinate conversion)
|
||
*/
|
||
interface IEngineBridge {
|
||
screenToWorld(screenX: number, screenY: number): { x: number; y: number };
|
||
}
|
||
|
||
/**
|
||
* EngineRenderSystem 接口(最小定义,用于获取 UI Canvas 尺寸)
|
||
* EngineRenderSystem interface (minimal definition for getting UI canvas size)
|
||
*/
|
||
interface IEngineRenderSystem {
|
||
getUICanvasSize(): { width: number; height: number };
|
||
}
|
||
|
||
// EngineBridge 令牌(与 engine-core 中的一致)
|
||
// EngineBridge token (consistent with engine-core)
|
||
const EngineBridgeToken = createServiceToken<IEngineBridge>('engineBridge');
|
||
|
||
// RenderSystem 令牌(与 ecs-engine-bindgen 中的一致)
|
||
// RenderSystem token (consistent with ecs-engine-bindgen)
|
||
const RenderSystemToken = createServiceToken<IEngineRenderSystem>('renderSystem');
|
||
|
||
/**
|
||
* 点击特效系统
|
||
* Click FX System
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* // 在场景中添加系统
|
||
* scene.addSystem(new ClickFxSystem());
|
||
*
|
||
* // 创建带有 ClickFxComponent 的实体
|
||
* const clickFxEntity = scene.createEntity('ClickFx');
|
||
* const clickFx = clickFxEntity.addComponent(new ClickFxComponent());
|
||
* clickFx.particleAssets = ['particle-guid-1', 'particle-guid-2'];
|
||
* ```
|
||
*/
|
||
@ECSSystem('ClickFx', { updateOrder: 100 })
|
||
export class ClickFxSystem extends EntitySystem {
|
||
private _engineBridge: IEngineBridge | null = null;
|
||
private _renderSystem: IEngineRenderSystem | null = null;
|
||
private _entitiesToDestroy: Entity[] = [];
|
||
private _canvas: HTMLCanvasElement | null = null;
|
||
|
||
constructor() {
|
||
super(Matcher.empty().all(ClickFxComponent));
|
||
}
|
||
|
||
/**
|
||
* 设置服务注册表(用于获取 EngineBridge 和 RenderSystem)
|
||
* Set service registry (for getting EngineBridge and RenderSystem)
|
||
*/
|
||
setServiceRegistry(services: PluginServiceRegistry): void {
|
||
this._engineBridge = services.get(EngineBridgeToken) ?? null;
|
||
this._renderSystem = services.get(RenderSystemToken) ?? null;
|
||
}
|
||
|
||
/**
|
||
* 设置 EngineBridge(直接注入)
|
||
* Set EngineBridge (direct injection)
|
||
*/
|
||
setEngineBridge(bridge: IEngineBridge): void {
|
||
this._engineBridge = bridge;
|
||
}
|
||
|
||
/**
|
||
* 设置 RenderSystem(直接注入)
|
||
* Set RenderSystem (direct injection)
|
||
*/
|
||
setRenderSystem(renderSystem: IEngineRenderSystem): void {
|
||
this._renderSystem = renderSystem;
|
||
}
|
||
|
||
/**
|
||
* 设置 Canvas 元素(用于计算相对坐标)
|
||
* Set canvas element (for calculating relative coordinates)
|
||
*/
|
||
setCanvas(canvas: HTMLCanvasElement): void {
|
||
this._canvas = canvas;
|
||
}
|
||
|
||
/**
|
||
* 检查是否应该处理
|
||
* Check if should process
|
||
*
|
||
* 只在运行时模式(非编辑器模式)下处理点击事件
|
||
* Only process click events in runtime mode (not editor mode)
|
||
*/
|
||
protected override onCheckProcessing(): boolean {
|
||
// 编辑器模式下不处理(预览时也不处理,只有 Play 模式才处理)
|
||
// Don't process in editor mode (including preview, only in Play mode)
|
||
if (this.scene?.isEditorMode) {
|
||
return false;
|
||
}
|
||
return super.onCheckProcessing();
|
||
}
|
||
|
||
protected override process(entities: readonly Entity[]): void {
|
||
// 处理延迟销毁 | Process delayed destruction
|
||
if (this._entitiesToDestroy.length > 0 && this.scene) {
|
||
this.scene.destroyEntities(this._entitiesToDestroy);
|
||
this._entitiesToDestroy = [];
|
||
}
|
||
|
||
for (const entity of entities) {
|
||
const clickFx = entity.getComponent(ClickFxComponent);
|
||
if (!clickFx || !clickFx.fxEnabled) continue;
|
||
|
||
// 清理过期的特效 | Clean up expired effects
|
||
this._cleanupExpiredEffects(clickFx);
|
||
|
||
// 检查触发条件 | Check trigger conditions
|
||
const triggered = this._checkTrigger(clickFx);
|
||
if (!triggered) continue;
|
||
|
||
// 检查是否可以添加新特效 | Check if can add new effect
|
||
if (!clickFx.canAddEffect()) continue;
|
||
|
||
// 获取点击/触摸位置 | Get click/touch position
|
||
const screenPos = this._getInputPosition(clickFx);
|
||
if (!screenPos) continue;
|
||
|
||
// 转换为 canvas 相对坐标 | Convert to canvas-relative coordinates
|
||
const canvasPos = this._windowToCanvas(screenPos.x, screenPos.y);
|
||
|
||
// 应用偏移 | Apply offset
|
||
canvasPos.x += clickFx.positionOffset.x;
|
||
canvasPos.y += clickFx.positionOffset.y;
|
||
|
||
// 创建粒子效果(使用屏幕空间坐标)
|
||
// Create particle effect (using screen space coordinates)
|
||
this._spawnEffect(clickFx, canvasPos.x, canvasPos.y);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 窗口坐标转 canvas 相对坐标
|
||
* Window to canvas-relative coordinate conversion
|
||
*
|
||
* 将窗口坐标转换为 UI Canvas 的像素坐标。
|
||
* Converts window coordinates to UI canvas pixel coordinates.
|
||
*/
|
||
private _windowToCanvas(windowX: number, windowY: number): { x: number; y: number } {
|
||
// 获取 UI Canvas 尺寸 | Get UI canvas size
|
||
const canvasSize = this._renderSystem?.getUICanvasSize();
|
||
const uiCanvasWidth = canvasSize?.width ?? 1920;
|
||
const uiCanvasHeight = canvasSize?.height ?? 1080;
|
||
|
||
let canvasX = windowX;
|
||
let canvasY = windowY;
|
||
|
||
if (this._canvas) {
|
||
const rect = this._canvas.getBoundingClientRect();
|
||
// 计算 CSS 坐标 | Calculate CSS coordinates
|
||
canvasX = windowX - rect.left;
|
||
canvasY = windowY - rect.top;
|
||
|
||
// 将 CSS 坐标映射到 UI Canvas 坐标
|
||
// Map CSS coordinates to UI canvas coordinates
|
||
// UI Canvas 保持宽高比,可能会有 letterbox/pillarbox
|
||
// UI Canvas maintains aspect ratio, may have letterbox/pillarbox
|
||
const cssWidth = rect.width;
|
||
const cssHeight = rect.height;
|
||
|
||
// 计算 UI Canvas 在 CSS 坐标中的实际显示区域
|
||
// Calculate actual display area of UI Canvas in CSS coordinates
|
||
const uiAspect = uiCanvasWidth / uiCanvasHeight;
|
||
const cssAspect = cssWidth / cssHeight;
|
||
|
||
let displayWidth: number;
|
||
let displayHeight: number;
|
||
let offsetX = 0;
|
||
let offsetY = 0;
|
||
|
||
if (cssAspect > uiAspect) {
|
||
// CSS 更宽,pillarbox(左右黑边)
|
||
// CSS is wider, pillarbox (black bars on sides)
|
||
displayHeight = cssHeight;
|
||
displayWidth = cssHeight * uiAspect;
|
||
offsetX = (cssWidth - displayWidth) / 2;
|
||
} else {
|
||
// CSS 更高,letterbox(上下黑边)
|
||
// CSS is taller, letterbox (black bars on top/bottom)
|
||
displayWidth = cssWidth;
|
||
displayHeight = cssWidth / uiAspect;
|
||
offsetY = (cssHeight - displayHeight) / 2;
|
||
}
|
||
|
||
// 转换为 UI Canvas 坐标
|
||
// Convert to UI canvas coordinates
|
||
canvasX = ((canvasX - offsetX) / displayWidth) * uiCanvasWidth;
|
||
canvasY = ((canvasY - offsetY) / displayHeight) * uiCanvasHeight;
|
||
}
|
||
|
||
return { x: canvasX, y: canvasY };
|
||
}
|
||
|
||
/**
|
||
* 检查触发条件
|
||
* Check trigger conditions
|
||
*/
|
||
private _checkTrigger(clickFx: ClickFxComponent): boolean {
|
||
const mode = clickFx.triggerMode;
|
||
|
||
// 首先检查鼠标是否在 Canvas 内
|
||
// First check if mouse is within canvas bounds
|
||
if (!this._isMouseInCanvas()) {
|
||
return false;
|
||
}
|
||
|
||
switch (mode) {
|
||
case ClickFxTriggerMode.LeftClick:
|
||
return Input.isMouseButtonJustPressed(MouseButton.Left);
|
||
|
||
case ClickFxTriggerMode.RightClick:
|
||
return Input.isMouseButtonJustPressed(MouseButton.Right);
|
||
|
||
case ClickFxTriggerMode.AnyClick:
|
||
return Input.isMouseButtonJustPressed(MouseButton.Left) ||
|
||
Input.isMouseButtonJustPressed(MouseButton.Middle) ||
|
||
Input.isMouseButtonJustPressed(MouseButton.Right);
|
||
|
||
case ClickFxTriggerMode.Touch:
|
||
return this._checkTouchStart();
|
||
|
||
case ClickFxTriggerMode.All:
|
||
return Input.isMouseButtonJustPressed(MouseButton.Left) ||
|
||
Input.isMouseButtonJustPressed(MouseButton.Middle) ||
|
||
Input.isMouseButtonJustPressed(MouseButton.Right) ||
|
||
this._checkTouchStart();
|
||
|
||
default:
|
||
return false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 检查鼠标是否在 Canvas 内
|
||
* Check if mouse is within canvas bounds
|
||
*/
|
||
private _isMouseInCanvas(): boolean {
|
||
if (!this._canvas) {
|
||
return true; // 没有 canvas 引用时,默认允许(兼容旧行为)
|
||
}
|
||
|
||
const rect = this._canvas.getBoundingClientRect();
|
||
const mouseX = Input.mousePosition.x;
|
||
const mouseY = Input.mousePosition.y;
|
||
|
||
// 检查鼠标是否在 canvas 边界内
|
||
// Check if mouse is within canvas bounds
|
||
return mouseX >= rect.left &&
|
||
mouseX <= rect.right &&
|
||
mouseY >= rect.top &&
|
||
mouseY <= rect.bottom;
|
||
}
|
||
|
||
/**
|
||
* 检查是否有新的触摸开始
|
||
* Check if there's a new touch start
|
||
*/
|
||
private _checkTouchStart(): boolean {
|
||
for (const [id] of Input.touches) {
|
||
if (Input.isTouchJustStarted(id)) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
/**
|
||
* 获取输入位置
|
||
* Get input position
|
||
*/
|
||
private _getInputPosition(clickFx: ClickFxComponent): { x: number; y: number } | null {
|
||
const mode = clickFx.triggerMode;
|
||
|
||
// 优先检查触摸 | Check touch first
|
||
if (mode === ClickFxTriggerMode.Touch || mode === ClickFxTriggerMode.All) {
|
||
for (const [id, touch] of Input.touches) {
|
||
if (Input.isTouchJustStarted(id)) {
|
||
return { x: touch.x, y: touch.y };
|
||
}
|
||
}
|
||
}
|
||
|
||
// 检查鼠标 | Check mouse
|
||
if (mode !== ClickFxTriggerMode.Touch) {
|
||
return { x: Input.mousePosition.x, y: Input.mousePosition.y };
|
||
}
|
||
|
||
return null;
|
||
}
|
||
|
||
/**
|
||
* 生成粒子效果
|
||
* Spawn particle effect
|
||
*
|
||
* 点击特效使用屏幕空间渲染,坐标相对于 UI Canvas 中心。
|
||
* Click effects use screen space rendering, coordinates relative to UI canvas center.
|
||
*/
|
||
private _spawnEffect(clickFx: ClickFxComponent, screenX: number, screenY: number): void {
|
||
const particleGuid = clickFx.getNextParticleAsset();
|
||
if (!particleGuid) {
|
||
console.warn('[ClickFxSystem] No particle assets configured');
|
||
return;
|
||
}
|
||
|
||
if (!this.scene) {
|
||
console.warn('[ClickFxSystem] No scene available');
|
||
return;
|
||
}
|
||
|
||
// 获取 UI Canvas 尺寸 | Get UI canvas size
|
||
const canvasSize = this._renderSystem?.getUICanvasSize();
|
||
const canvasWidth = canvasSize?.width ?? 1920;
|
||
const canvasHeight = canvasSize?.height ?? 1080;
|
||
|
||
// 将屏幕坐标转换为屏幕空间坐标(相对于 UI Canvas 中心)
|
||
// Convert screen coords to screen space coords (relative to UI canvas center)
|
||
// 屏幕空间坐标系:中心为 (0, 0),Y 轴向上
|
||
// Screen space coordinate system: center at (0, 0), Y-axis up
|
||
const screenSpaceX = screenX - canvasWidth / 2;
|
||
const screenSpaceY = canvasHeight / 2 - screenY; // Y 翻转
|
||
|
||
// 创建特效实体 | Create effect entity
|
||
const effectEntity = this.scene.createEntity(`ClickFx_${Date.now()}`);
|
||
|
||
// 添加 Transform(使用屏幕空间坐标)| Add Transform (using screen space coords)
|
||
const transform = effectEntity.addComponent(new TransformComponent(screenSpaceX, screenSpaceY));
|
||
transform.setScale(clickFx.scale, clickFx.scale, 1);
|
||
|
||
// 创建 ParticleSystemComponent 并预先设置 GUID(在添加到实体前)
|
||
// Create ParticleSystemComponent and set GUID before adding to entity
|
||
// 这样 ParticleUpdateSystem.onAdded 触发时已经有 GUID 了
|
||
// So ParticleUpdateSystem.onAdded has the GUID when triggered
|
||
const particleSystem = new ParticleSystemComponent();
|
||
particleSystem.particleAssetGuid = particleGuid;
|
||
particleSystem.autoPlay = true;
|
||
// 使用 ScreenOverlay 层和屏幕空间渲染
|
||
// Use ScreenOverlay layer and screen space rendering
|
||
particleSystem.sortingLayer = SortingLayers.ScreenOverlay;
|
||
particleSystem.orderInLayer = 0;
|
||
particleSystem.renderSpace = RenderSpace.Screen;
|
||
|
||
// 添加组件到实体(触发 ParticleUpdateSystem 的初始化和资产加载)
|
||
// Add component to entity (triggers ParticleUpdateSystem initialization and asset loading)
|
||
effectEntity.addComponent(particleSystem);
|
||
|
||
// 记录活跃特效 | Record active effect
|
||
clickFx.addActiveEffect(effectEntity.id);
|
||
}
|
||
|
||
/**
|
||
* 清理过期的特效
|
||
* Clean up expired effects
|
||
*/
|
||
private _cleanupExpiredEffects(clickFx: ClickFxComponent): void {
|
||
if (!this.scene) return;
|
||
|
||
const now = Date.now();
|
||
const lifetimeMs = clickFx.effectLifetime * 1000;
|
||
const effectsToRemove: number[] = [];
|
||
|
||
for (const effect of clickFx.getActiveEffects()) {
|
||
const age = now - effect.startTime;
|
||
|
||
if (age >= lifetimeMs) {
|
||
// 标记为需要移除 | Mark for removal
|
||
effectsToRemove.push(effect.entityId);
|
||
|
||
// 查找并销毁实体 | Find and destroy entity
|
||
const entity = this.scene.findEntityById(effect.entityId);
|
||
if (entity) {
|
||
// 停止粒子系统 | Stop particle system
|
||
const particleSystem = entity.getComponent(ParticleSystemComponent);
|
||
if (particleSystem) {
|
||
particleSystem.stop(true);
|
||
}
|
||
|
||
// 添加到销毁队列 | Add to destroy queue
|
||
this._entitiesToDestroy.push(entity);
|
||
}
|
||
}
|
||
}
|
||
|
||
// 从记录中移除 | Remove from records
|
||
for (const entityId of effectsToRemove) {
|
||
clickFx.removeActiveEffect(entityId);
|
||
}
|
||
}
|
||
|
||
protected override onDestroy(): void {
|
||
// 清理所有特效 | Clean up all effects
|
||
if (this.scene) {
|
||
const entities = this.scene.entities.buffer;
|
||
for (let i = 0; i < entities.length; i++) {
|
||
const entity = entities[i];
|
||
const clickFx = entity.getComponent(ClickFxComponent);
|
||
if (clickFx) {
|
||
for (const effect of clickFx.getActiveEffects()) {
|
||
const effectEntity = this.scene.findEntityById(effect.entityId);
|
||
if (effectEntity) {
|
||
this._entitiesToDestroy.push(effectEntity);
|
||
}
|
||
}
|
||
clickFx.clearActiveEffects();
|
||
}
|
||
}
|
||
|
||
// 立即销毁 | Destroy immediately
|
||
if (this._entitiesToDestroy.length > 0) {
|
||
this.scene.destroyEntities(this._entitiesToDestroy);
|
||
this._entitiesToDestroy = [];
|
||
}
|
||
}
|
||
}
|
||
}
|