* feat(asset-system): 实现路径稳定 ID 生成器 使用 FNV-1a hash 算法为纹理生成稳定的运行时 ID: - 新增 _pathIdCache 静态缓存,跨 Play/Stop 循环保持稳定 - 新增 getStableIdForPath() 方法,相同路径永远返回相同 ID - 修改 loadTextureForComponent/loadTextureByGuid 使用稳定 ID - clearTextureMappings() 不再清除 _pathIdCache 这解决了 Play/Stop 后纹理 ID 失效的根本问题。 * fix(runtime-core): 移除 Play/Stop 循环中的 clearTextureMappings 调用 使用路径稳定 ID 后,不再需要在快照保存/恢复时清除纹理缓存: - saveSceneSnapshot() 移除 clearTextureMappings() 调用 - restoreSceneSnapshot() 移除 clearTextureMappings() 调用 - 组件保存的 textureId 在 Play/Stop 后仍然有效 * fix(editor-core): 修复场景切换时的资源泄漏 在 openScene() 加载新场景前先卸载旧场景资源: - 调用 sceneResourceManager.unloadSceneResources() 释放旧资源 - 使用引用计数机制,仅卸载不再被引用的资源 - 路径稳定 ID 缓存不受影响,保持 ID 稳定性 * fix(runtime-core): 修复 PluginManager 组件注册类型错误 将 ComponentRegistry 类改为 GlobalComponentRegistry 实例: - registerComponents() 期望 IComponentRegistry 接口实例 - GlobalComponentRegistry 是 ComponentRegistry 的全局实例 * refactor(core): 提取 IComponentRegistry 接口 将组件注册表抽象为接口,支持场景级组件注册: - 新增 IComponentRegistry 接口定义 - Scene 持有独立的 componentRegistry 实例 - 支持从 GlobalComponentRegistry 克隆 - 各系统支持传入自定义注册表 * refactor(engine-core): 改进插件服务注册机制 - 更新 IComponentRegistry 类型引用 - 优化 PluginServiceRegistry 服务管理 * refactor(modules): 适配新的组件注册接口 更新各模块 RuntimeModule 使用 IComponentRegistry 接口: - audio, behavior-tree, camera - sprite, tilemap, world-streaming * fix(physics-rapier2d): 修复物理插件组件注册 - PhysicsEditorPlugin 添加 runtimeModule 引用 - 适配 IComponentRegistry 接口 - 修复物理组件在场景加载时未注册的问题 * feat(editor-core): 添加 UserCodeService 就绪信号机制 - 新增 waitForReady()/signalReady() API - 支持等待用户脚本编译完成 - 解决场景加载时组件未注册的时序问题 * fix(editor-app): 在编译完成后调用 signalReady() 确保用户脚本编译完成后发出就绪信号: - 编译成功后调用 userCodeService.signalReady() - 编译失败也要发出信号,避免阻塞场景加载 * feat(editor-core): 改进编辑器核心服务 - EntityStoreService 添加调试日志 - AssetRegistryService 优化资产注册 - PluginManager 改进插件管理 - IFileAPI 添加 getFileMtime 接口 * feat(engine): 改进 Rust 纹理管理器 - 支持任意 ID 的纹理加载(非递增) - 添加纹理状态追踪 API - 优化纹理缓存清理机制 - 更新 TypeScript 绑定 * feat(ui): 添加场景切换和文本闪烁组件 新增组件: - SceneLoadTriggerComponent: 场景切换触发器 - TextBlinkComponent: 文本闪烁效果 新增系统: - SceneLoadTriggerSystem: 处理场景切换逻辑 - TextBlinkSystem: 处理文本闪烁动画 其他改进: - UIRuntimeModule 适配新组件注册接口 - UI 渲染系统优化 * feat(editor-app): 添加外部文件修改检测 - 新增 ExternalModificationDialog 组件 - TauriFileAPI 支持 getFileMtime - 场景文件被外部修改时提示用户 * feat(editor-app): 添加渲染调试面板 - 新增 RenderDebugService 和调试面板 UI - App/ContentBrowser 添加调试日志 - TitleBar/Viewport 优化 - DialogManager 改进 * refactor(editor-app): 编辑器服务和组件优化 - EngineService 改进引擎集成 - EditorEngineSync 同步优化 - AssetFileInspector 改进 - VectorFieldEditors 优化 - InstantiatePrefabCommand 改进 * feat(i18n): 更新国际化翻译 - 添加新功能相关翻译 - 更新中文、英文、西班牙文 * feat(tauri): 添加文件修改时间查询命令 - 新增 get_file_mtime 命令 - 支持检测文件外部修改 * refactor(particle): 粒子系统改进 - 适配新的组件注册接口 - ParticleSystem 优化 - 添加单元测试 * refactor(platform): 平台适配层优化 - BrowserRuntime 改进 - 新增 RuntimeSceneManager 服务 - 导出优化 * refactor(asset-system-editor): 资产元数据改进 - AssetMetaFile 优化 - 导出调整 * fix(asset-system): 移除未使用的 TextureLoader 导入 * fix(tests): 更新测试以使用 GlobalComponentRegistry 实例 修复多个测试文件以适配 ComponentRegistry 从静态类变为实例类的变更: - ComponentStorage.test.ts: 使用 GlobalComponentRegistry.reset() - EntitySerializer.test.ts: 使用 GlobalComponentRegistry 实例 - IncrementalSerialization.test.ts: 使用 GlobalComponentRegistry 实例 - SceneSerializer.test.ts: 使用 GlobalComponentRegistry 实例 - ComponentRegistry.extended.test.ts: 使用 GlobalComponentRegistry,同时注册到 scene.componentRegistry - SystemTypes.test.ts: 在 Scene 创建前注册组件 - QuerySystem.test.ts: mockScene 添加 componentRegistry
417 lines
16 KiB
TypeScript
417 lines
16 KiB
TypeScript
/**
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* 点击特效系统 - 处理点击输入并生成粒子效果
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* Click FX System - Handles click input and spawns particle effects
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*
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* 监听用户点击/触摸事件,在点击位置创建粒子效果实体。
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* Listens for user click/touch events and creates particle effect entities at click position.
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*/
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import { EntitySystem, Matcher, Entity, ECSSystem, PluginServiceRegistry, createServiceToken } from '@esengine/ecs-framework';
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import { Input, MouseButton, TransformComponent, SortingLayers } from '@esengine/engine-core';
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import { ClickFxComponent, ClickFxTriggerMode } from '../ClickFxComponent';
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import { ParticleSystemComponent, RenderSpace } from '../ParticleSystemComponent';
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// ============================================================================
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// 本地服务令牌定义 | Local Service Token Definitions
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// ============================================================================
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// 使用 createServiceToken() 本地定义(与 runtime-core 相同策略)
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// createServiceToken() 使用 Symbol.for(),确保运行时与源模块令牌匹配
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//
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// Local token definitions using createServiceToken() (same strategy as runtime-core)
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// createServiceToken() uses Symbol.for(), ensuring runtime match with source module tokens
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// ============================================================================
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/**
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* EngineBridge 接口(最小定义,用于坐标转换)
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* EngineBridge interface (minimal definition for coordinate conversion)
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*/
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interface IEngineBridge {
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screenToWorld(screenX: number, screenY: number): { x: number; y: number };
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}
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/**
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* EngineRenderSystem 接口(最小定义,用于获取 UI Canvas 尺寸)
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* EngineRenderSystem interface (minimal definition for getting UI canvas size)
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*/
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interface IEngineRenderSystem {
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getUICanvasSize(): { width: number; height: number };
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}
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// EngineBridge 令牌(与 engine-core 中的一致)
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// EngineBridge token (consistent with engine-core)
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const EngineBridgeToken = createServiceToken<IEngineBridge>('engineBridge');
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// RenderSystem 令牌(与 ecs-engine-bindgen 中的一致)
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// RenderSystem token (consistent with ecs-engine-bindgen)
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const RenderSystemToken = createServiceToken<IEngineRenderSystem>('renderSystem');
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/**
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* 点击特效系统
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* Click FX System
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*
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* @example
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* ```typescript
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* // 在场景中添加系统
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* scene.addSystem(new ClickFxSystem());
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*
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* // 创建带有 ClickFxComponent 的实体
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* const clickFxEntity = scene.createEntity('ClickFx');
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* const clickFx = clickFxEntity.addComponent(new ClickFxComponent());
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* clickFx.particleAssets = ['particle-guid-1', 'particle-guid-2'];
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* ```
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*/
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@ECSSystem('ClickFx', { updateOrder: 100 })
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export class ClickFxSystem extends EntitySystem {
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private _engineBridge: IEngineBridge | null = null;
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private _renderSystem: IEngineRenderSystem | null = null;
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private _entitiesToDestroy: Entity[] = [];
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private _canvas: HTMLCanvasElement | null = null;
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constructor() {
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super(Matcher.empty().all(ClickFxComponent));
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}
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/**
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* 设置服务注册表(用于获取 EngineBridge 和 RenderSystem)
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* Set service registry (for getting EngineBridge and RenderSystem)
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*/
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setServiceRegistry(services: PluginServiceRegistry): void {
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this._engineBridge = services.get(EngineBridgeToken) ?? null;
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this._renderSystem = services.get(RenderSystemToken) ?? null;
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}
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/**
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* 设置 EngineBridge(直接注入)
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* Set EngineBridge (direct injection)
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*/
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setEngineBridge(bridge: IEngineBridge): void {
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this._engineBridge = bridge;
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}
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/**
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* 设置 RenderSystem(直接注入)
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* Set RenderSystem (direct injection)
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*/
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setRenderSystem(renderSystem: IEngineRenderSystem): void {
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this._renderSystem = renderSystem;
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}
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/**
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* 设置 Canvas 元素(用于计算相对坐标)
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* Set canvas element (for calculating relative coordinates)
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*/
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setCanvas(canvas: HTMLCanvasElement): void {
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this._canvas = canvas;
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}
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/**
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* 检查是否应该处理
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* Check if should process
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*
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* 只在运行时模式(非编辑器模式)下处理点击事件
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* Only process click events in runtime mode (not editor mode)
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*/
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protected override onCheckProcessing(): boolean {
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// 编辑器模式下不处理(预览时也不处理,只有 Play 模式才处理)
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// Don't process in editor mode (including preview, only in Play mode)
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if (this.scene?.isEditorMode) {
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return false;
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}
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return super.onCheckProcessing();
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}
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protected override process(entities: readonly Entity[]): void {
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// 处理延迟销毁 | Process delayed destruction
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if (this._entitiesToDestroy.length > 0 && this.scene) {
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this.scene.destroyEntities(this._entitiesToDestroy);
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this._entitiesToDestroy = [];
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}
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for (const entity of entities) {
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const clickFx = entity.getComponent(ClickFxComponent);
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if (!clickFx || !clickFx.fxEnabled) continue;
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// 清理过期的特效 | Clean up expired effects
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this._cleanupExpiredEffects(clickFx);
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// 检查触发条件 | Check trigger conditions
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const triggered = this._checkTrigger(clickFx);
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if (!triggered) continue;
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// 检查是否可以添加新特效 | Check if can add new effect
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if (!clickFx.canAddEffect()) continue;
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// 获取点击/触摸位置 | Get click/touch position
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const screenPos = this._getInputPosition(clickFx);
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if (!screenPos) continue;
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// 转换为 canvas 相对坐标 | Convert to canvas-relative coordinates
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const canvasPos = this._windowToCanvas(screenPos.x, screenPos.y);
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// 应用偏移 | Apply offset
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canvasPos.x += clickFx.positionOffset.x;
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canvasPos.y += clickFx.positionOffset.y;
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// 创建粒子效果(使用屏幕空间坐标)
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// Create particle effect (using screen space coordinates)
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this._spawnEffect(clickFx, canvasPos.x, canvasPos.y);
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}
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}
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/**
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* 窗口坐标转 canvas 相对坐标
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* Window to canvas-relative coordinate conversion
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*
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* 将窗口坐标转换为 UI Canvas 的像素坐标。
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* Converts window coordinates to UI canvas pixel coordinates.
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*/
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private _windowToCanvas(windowX: number, windowY: number): { x: number; y: number } {
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// 获取 UI Canvas 尺寸 | Get UI canvas size
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const canvasSize = this._renderSystem?.getUICanvasSize();
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const uiCanvasWidth = canvasSize?.width ?? 1920;
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const uiCanvasHeight = canvasSize?.height ?? 1080;
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let canvasX = windowX;
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let canvasY = windowY;
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if (this._canvas) {
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const rect = this._canvas.getBoundingClientRect();
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// 计算 CSS 坐标 | Calculate CSS coordinates
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canvasX = windowX - rect.left;
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canvasY = windowY - rect.top;
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// 将 CSS 坐标映射到 UI Canvas 坐标
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// Map CSS coordinates to UI canvas coordinates
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// UI Canvas 保持宽高比,可能会有 letterbox/pillarbox
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// UI Canvas maintains aspect ratio, may have letterbox/pillarbox
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const cssWidth = rect.width;
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const cssHeight = rect.height;
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// 计算 UI Canvas 在 CSS 坐标中的实际显示区域
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// Calculate actual display area of UI Canvas in CSS coordinates
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const uiAspect = uiCanvasWidth / uiCanvasHeight;
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const cssAspect = cssWidth / cssHeight;
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let displayWidth: number;
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let displayHeight: number;
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let offsetX = 0;
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let offsetY = 0;
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if (cssAspect > uiAspect) {
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// CSS 更宽,pillarbox(左右黑边)
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// CSS is wider, pillarbox (black bars on sides)
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displayHeight = cssHeight;
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displayWidth = cssHeight * uiAspect;
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offsetX = (cssWidth - displayWidth) / 2;
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} else {
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// CSS 更高,letterbox(上下黑边)
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// CSS is taller, letterbox (black bars on top/bottom)
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displayWidth = cssWidth;
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displayHeight = cssWidth / uiAspect;
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offsetY = (cssHeight - displayHeight) / 2;
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}
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// 转换为 UI Canvas 坐标
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// Convert to UI canvas coordinates
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canvasX = ((canvasX - offsetX) / displayWidth) * uiCanvasWidth;
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canvasY = ((canvasY - offsetY) / displayHeight) * uiCanvasHeight;
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}
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return { x: canvasX, y: canvasY };
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}
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/**
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* 检查触发条件
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* Check trigger conditions
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*/
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private _checkTrigger(clickFx: ClickFxComponent): boolean {
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const mode = clickFx.triggerMode;
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switch (mode) {
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case ClickFxTriggerMode.LeftClick:
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return Input.isMouseButtonJustPressed(MouseButton.Left);
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case ClickFxTriggerMode.RightClick:
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return Input.isMouseButtonJustPressed(MouseButton.Right);
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case ClickFxTriggerMode.AnyClick:
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return Input.isMouseButtonJustPressed(MouseButton.Left) ||
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Input.isMouseButtonJustPressed(MouseButton.Middle) ||
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Input.isMouseButtonJustPressed(MouseButton.Right);
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case ClickFxTriggerMode.Touch:
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return this._checkTouchStart();
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case ClickFxTriggerMode.All:
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return Input.isMouseButtonJustPressed(MouseButton.Left) ||
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Input.isMouseButtonJustPressed(MouseButton.Middle) ||
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Input.isMouseButtonJustPressed(MouseButton.Right) ||
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this._checkTouchStart();
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default:
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return false;
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}
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}
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/**
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* 检查是否有新的触摸开始
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* Check if there's a new touch start
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*/
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private _checkTouchStart(): boolean {
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for (const [id] of Input.touches) {
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if (Input.isTouchJustStarted(id)) {
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return true;
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}
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}
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return false;
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}
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/**
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* 获取输入位置
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* Get input position
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*/
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private _getInputPosition(clickFx: ClickFxComponent): { x: number; y: number } | null {
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const mode = clickFx.triggerMode;
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// 优先检查触摸 | Check touch first
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if (mode === ClickFxTriggerMode.Touch || mode === ClickFxTriggerMode.All) {
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for (const [id, touch] of Input.touches) {
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if (Input.isTouchJustStarted(id)) {
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return { x: touch.x, y: touch.y };
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}
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}
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}
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// 检查鼠标 | Check mouse
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if (mode !== ClickFxTriggerMode.Touch) {
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return { x: Input.mousePosition.x, y: Input.mousePosition.y };
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}
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return null;
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}
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/**
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* 生成粒子效果
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* Spawn particle effect
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*
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* 点击特效使用屏幕空间渲染,坐标相对于 UI Canvas 中心。
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* Click effects use screen space rendering, coordinates relative to UI canvas center.
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*/
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private _spawnEffect(clickFx: ClickFxComponent, screenX: number, screenY: number): void {
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const particleGuid = clickFx.getNextParticleAsset();
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if (!particleGuid) {
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console.warn('[ClickFxSystem] No particle assets configured');
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return;
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}
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if (!this.scene) {
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console.warn('[ClickFxSystem] No scene available');
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return;
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}
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// 获取 UI Canvas 尺寸 | Get UI canvas size
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const canvasSize = this._renderSystem?.getUICanvasSize();
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const canvasWidth = canvasSize?.width ?? 1920;
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const canvasHeight = canvasSize?.height ?? 1080;
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// 将屏幕坐标转换为屏幕空间坐标(相对于 UI Canvas 中心)
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// Convert screen coords to screen space coords (relative to UI canvas center)
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// 屏幕空间坐标系:中心为 (0, 0),Y 轴向上
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// Screen space coordinate system: center at (0, 0), Y-axis up
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const screenSpaceX = screenX - canvasWidth / 2;
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const screenSpaceY = canvasHeight / 2 - screenY; // Y 翻转
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// 创建特效实体 | Create effect entity
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const effectEntity = this.scene.createEntity(`ClickFx_${Date.now()}`);
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// 添加 Transform(使用屏幕空间坐标)| Add Transform (using screen space coords)
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const transform = effectEntity.addComponent(new TransformComponent(screenSpaceX, screenSpaceY));
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transform.setScale(clickFx.scale, clickFx.scale, 1);
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// 创建 ParticleSystemComponent 并预先设置 GUID(在添加到实体前)
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// Create ParticleSystemComponent and set GUID before adding to entity
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// 这样 ParticleUpdateSystem.onAdded 触发时已经有 GUID 了
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// So ParticleUpdateSystem.onAdded has the GUID when triggered
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const particleSystem = new ParticleSystemComponent();
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particleSystem.particleAssetGuid = particleGuid;
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particleSystem.autoPlay = true;
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// 使用 ScreenOverlay 层和屏幕空间渲染
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// Use ScreenOverlay layer and screen space rendering
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particleSystem.sortingLayer = SortingLayers.ScreenOverlay;
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particleSystem.orderInLayer = 0;
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particleSystem.renderSpace = RenderSpace.Screen;
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// 添加组件到实体(触发 ParticleUpdateSystem 的初始化和资产加载)
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// Add component to entity (triggers ParticleUpdateSystem initialization and asset loading)
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effectEntity.addComponent(particleSystem);
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// 记录活跃特效 | Record active effect
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clickFx.addActiveEffect(effectEntity.id);
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}
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/**
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* 清理过期的特效
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* Clean up expired effects
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*/
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private _cleanupExpiredEffects(clickFx: ClickFxComponent): void {
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if (!this.scene) return;
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const now = Date.now();
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const lifetimeMs = clickFx.effectLifetime * 1000;
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const effectsToRemove: number[] = [];
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for (const effect of clickFx.getActiveEffects()) {
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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 = [];
|
||
}
|
||
}
|
||
}
|
||
}
|