* 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
93 lines
2.5 KiB
TypeScript
93 lines
2.5 KiB
TypeScript
import { Entity, Core } from '@esengine/ecs-framework';
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import { BehaviorTreeData } from './execution/BehaviorTreeData';
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import { BehaviorTreeRuntimeComponent } from './execution/BehaviorTreeRuntimeComponent';
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import { BehaviorTreeAssetManager } from './execution/BehaviorTreeAssetManager';
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/**
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* 行为树启动辅助类
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*
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* 提供便捷方法来启动、停止行为树
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*/
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export class BehaviorTreeStarter {
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/**
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* 启动行为树
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*
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* @param entity 游戏实体
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* @param treeData 行为树数据
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* @param autoStart 是否自动开始执行
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*/
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static start(entity: Entity, treeData: BehaviorTreeData, autoStart: boolean = true): void {
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const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
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assetManager.loadAsset(treeData);
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let runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
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if (!runtime) {
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runtime = new BehaviorTreeRuntimeComponent();
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entity.addComponent(runtime);
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}
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runtime.treeAssetId = treeData.id;
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runtime.autoStart = autoStart;
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if (treeData.blackboardVariables) {
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for (const [key, value] of treeData.blackboardVariables.entries()) {
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runtime.setBlackboardValue(key, value);
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}
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}
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if (autoStart) {
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runtime.isRunning = true;
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}
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}
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/**
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* 停止行为树
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*
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* @param entity 游戏实体
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*/
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static stop(entity: Entity): void {
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const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
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if (runtime) {
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runtime.isRunning = false;
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runtime.resetAllStates();
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}
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}
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/**
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* 暂停行为树
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*
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* @param entity 游戏实体
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*/
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static pause(entity: Entity): void {
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const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
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if (runtime) {
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runtime.isRunning = false;
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}
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}
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/**
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* 恢复行为树
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*
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* @param entity 游戏实体
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*/
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static resume(entity: Entity): void {
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const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
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if (runtime) {
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runtime.isRunning = true;
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}
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}
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/**
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* 重启行为树
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*
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* @param entity 游戏实体
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*/
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static restart(entity: Entity): void {
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const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
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if (runtime) {
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runtime.resetAllStates();
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runtime.isRunning = true;
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}
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}
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}
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