* refactor: 分解 IEngineBridge 为单一职责接口 - 新增 ITextureService, IDynamicAtlasService, ICoordinateService, IRenderConfigService - 移除 EngineBridgeToken,改用具体服务 Token - 更新 camera, ui, particle 等模块使用新接口 - 优化装饰器类型安全,使用 Symbol-based metadata 访问模式 * refactor: 删除 plugin-types 包,统一 createServiceToken 实现 - 移动 IEditorModuleBase 接口到 engine-core - 移除 engine-core 和 editor-core 对 plugin-types 的依赖 - 删除冗余的 plugin-types 包 - 统一使用 core 中基于 Symbol.for() 的 createServiceToken * refactor: 统一 IPlugin 接口,移除 deprecated 别名 - 移除 engine-core、editor-core、runtime-core 中的 IPlugin 别名 - 模块插件统一使用 IRuntimePlugin(运行时)或 IEditorPlugin(编辑器) - 保留 core 包中的 IPlugin 作为 ECS 核心插件接口(不同概念) - 更新所有消费方使用正确的类型 * refactor: 重命名 editor-core ComponentRegistry 为 EditorComponentRegistry - 消除与 core 包 ComponentRegistry(ECS 位掩码管理)的命名歧义 - editor-core 的 EditorComponentRegistry 专用于编辑器组件元数据 - 更新所有编辑器包使用新名称
195 lines
5.9 KiB
TypeScript
195 lines
5.9 KiB
TypeScript
/**
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* @esengine/sprite-editor
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*
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* Editor support for @esengine/sprite - inspectors, field editors, and entity templates
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* 精灵编辑器支持 - 检视器、字段编辑器和实体模板
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*/
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import type { Entity, ServiceContainer } from '@esengine/ecs-framework';
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import { Core } from '@esengine/ecs-framework';
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import type {
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IEditorModuleLoader,
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EntityCreationTemplate,
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IEditorPlugin,
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ModuleManifest
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} from '@esengine/editor-core';
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import {
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EntityStoreService,
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MessageHub,
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EditorComponentRegistry,
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ComponentInspectorRegistry
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} from '@esengine/editor-core';
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import { TransformComponent } from '@esengine/engine-core';
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// Runtime imports from @esengine/sprite
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import {
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SpriteComponent,
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SpriteAnimatorComponent,
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SpriteRuntimeModule
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} from '@esengine/sprite';
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// Inspector
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import { SpriteComponentInspector } from './SpriteComponentInspector';
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// Export inspector
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export { SpriteComponentInspector } from './SpriteComponentInspector';
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/**
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* 精灵编辑器模块
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* Sprite Editor Module
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*/
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export class SpriteEditorModule implements IEditorModuleLoader {
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async install(services: ServiceContainer): Promise<void> {
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// 注册组件检查器 | Register component inspectors
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const componentInspectorRegistry = services.tryResolve(ComponentInspectorRegistry);
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if (componentInspectorRegistry) {
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componentInspectorRegistry.register(new SpriteComponentInspector());
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}
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// 注册 Sprite 组件到编辑器组件注册表 | Register Sprite components to editor component registry
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const componentRegistry = services.resolve(EditorComponentRegistry);
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if (componentRegistry) {
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const spriteComponents = [
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{
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name: 'Sprite',
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type: SpriteComponent,
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category: 'components.category.rendering',
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description: '2D sprite rendering component',
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icon: 'Image'
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},
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{
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name: 'SpriteAnimator',
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type: SpriteAnimatorComponent,
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category: 'components.category.rendering',
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description: 'Sprite frame animation component',
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icon: 'Film'
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},
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];
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for (const comp of spriteComponents) {
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componentRegistry.register({
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name: comp.name,
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type: comp.type,
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category: comp.category,
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description: comp.description,
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icon: comp.icon
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});
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}
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}
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}
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async uninstall(): Promise<void> {
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// Nothing to cleanup
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}
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getEntityCreationTemplates(): EntityCreationTemplate[] {
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return [
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// Sprite Entity
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{
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id: 'create-sprite',
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label: 'Sprite',
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icon: 'Image',
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category: 'rendering',
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order: 100,
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create: (): number => {
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return this.createSpriteEntity('Sprite');
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}
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},
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// Animated Sprite Entity
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{
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id: 'create-animated-sprite',
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label: 'Animated Sprite',
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icon: 'Film',
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category: 'rendering',
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order: 101,
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create: (): number => {
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return this.createSpriteEntity('AnimatedSprite', (entity) => {
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const animator = new SpriteAnimatorComponent();
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animator.autoPlay = true;
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entity.addComponent(animator);
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});
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}
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},
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];
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}
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/**
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* 创建 Sprite 实体的辅助方法
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* Helper method to create Sprite entity
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*/
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private createSpriteEntity(baseName: string, configure?: (entity: Entity) => void): number {
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const scene = Core.scene;
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if (!scene) {
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throw new Error('Scene not available');
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}
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const entityStore = Core.services.resolve(EntityStoreService);
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const messageHub = Core.services.resolve(MessageHub);
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if (!entityStore || !messageHub) {
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throw new Error('EntityStoreService or MessageHub not available');
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}
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const existingCount = entityStore.getAllEntities()
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.filter((e: Entity) => e.name.startsWith(baseName)).length;
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const entityName = existingCount > 0 ? `${baseName} ${existingCount + 1}` : baseName;
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const entity = scene.createEntity(entityName);
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// Add Transform component
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const transform = new TransformComponent();
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entity.addComponent(transform);
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// Add Sprite component
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const sprite = new SpriteComponent();
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entity.addComponent(sprite);
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if (configure) {
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configure(entity);
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}
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entityStore.addEntity(entity);
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messageHub.publish('entity:added', { entity });
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messageHub.publish('scene:modified', {});
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entityStore.selectEntity(entity);
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return entity.id;
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}
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}
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export const spriteEditorModule = new SpriteEditorModule();
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/**
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* Sprite 插件清单
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* Sprite Plugin Manifest
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*/
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const manifest: ModuleManifest = {
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id: '@esengine/sprite',
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name: '@esengine/sprite',
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displayName: 'Sprite',
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version: '1.0.0',
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description: 'Sprite and animation components for 2D rendering',
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category: 'Rendering',
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isCore: false,
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defaultEnabled: true,
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isEngineModule: true,
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dependencies: ['engine-core'],
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exports: {
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components: ['SpriteComponent', 'SpriteAnimatorComponent'],
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systems: ['SpriteRenderSystem']
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}
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};
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/**
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* 完整的 Sprite 插件(运行时 + 编辑器)
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* Complete Sprite Plugin (runtime + editor)
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*/
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export const SpritePlugin: IEditorPlugin = {
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manifest,
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runtimeModule: new SpriteRuntimeModule(),
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editorModule: spriteEditorModule
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};
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export default spriteEditorModule;
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