* 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
62 lines
1.5 KiB
TypeScript
62 lines
1.5 KiB
TypeScript
import { Component, ECSComponent, Serializable, Serialize, Property } from '@esengine/ecs-framework';
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/**
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* 流式锚点组件
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*
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* Marks an entity as a streaming anchor point.
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* Chunks are loaded/unloaded based on distance to anchors.
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*
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* 标记实体作为流式加载锚点。通常挂载在玩家或摄像机实体上,
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* 系统会根据锚点位置加载/卸载周围区块。
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*/
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@ECSComponent('StreamingAnchor')
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@Serializable({ version: 1, typeId: 'StreamingAnchor' })
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export class StreamingAnchorComponent extends Component {
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/**
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* 锚点权重
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*
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* Weight multiplier for this anchor's load radius.
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* Higher values mean larger load radius around this anchor.
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*/
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@Serialize()
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@Property({ type: 'number', label: 'Weight', min: 0.1, max: 10 })
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weight: number = 1.0;
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/**
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* 是否启用预加载
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*
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* Enable directional prefetching based on movement.
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*/
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@Serialize()
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@Property({ type: 'boolean', label: 'Enable Prefetch' })
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bEnablePrefetch: boolean = true;
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/**
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* 上一帧位置 X
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*
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* Previous frame X position for velocity calculation.
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*/
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previousX: number = 0;
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/**
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* 上一帧位置 Y
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*
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* Previous frame Y position for velocity calculation.
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*/
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previousY: number = 0;
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/**
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* 速度 X 分量
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*
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* X component of velocity (units per second).
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*/
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velocityX: number = 0;
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/**
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* 速度 Y 分量
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*
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* Y component of velocity (units per second).
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*/
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velocityY: number = 0;
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}
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