YHH beaa1d09de feat: 预制体系统与架构改进 (#303)
* feat(prefab): 实现预制体系统和编辑器 UX 改进

## 预制体系统
- 新增 PrefabSerializer: 预制体序列化/反序列化
- 新增 PrefabInstanceComponent: 追踪预制体实例来源和修改
- 新增 PrefabService: 预制体核心服务
- 新增 PrefabLoader: 预制体资产加载器
- 新增预制体命令: Create/Instantiate/Apply/Revert/BreakLink

## 预制体编辑模式
- 支持双击 .prefab 文件进入编辑模式
- 预制体编辑模式工具栏 (保存/退出)
- 预制体实例指示器和操作菜单

## 编辑器 UX 改进
- SceneHierarchy 快捷键: F2 重命名, Ctrl+D 复制, ↑↓ 导航
- 支持双击实体名称内联编辑
- 删除实体时显示子节点数量警告
- 右键菜单添加重命名/复制选项及快捷键提示
- 布局持久化和重置功能

## Bug 修复
- 修复 editor-runtime 组件类重复导致的 TransformComponent 不识别问题
- 修复 .prefab-name 样式覆盖导致预制体工具栏文字不可见
- 修复 Inspector 资源字段高度不正确问题

* feat(editor): 改进编辑器 UX 交互体验

- ContentBrowser: 加载动画 spinner、搜索高亮、改进空状态设计
- SceneHierarchy: 选中项自动滚动到视图、搜索清除按钮
- PropertyInspector: 输入框本地状态管理、Enter/Escape 键处理
- EntityInspector: 组件折叠状态持久化、属性搜索清除按钮
- Viewport: 变换操作实时数值显示
- 国际化: 添加相关文本 (en/zh)

* fix(build): 修复 Web 构建资产加载和编辑器 UX 改进

构建系统修复:
- 修复 asset-catalog.json 字段名不匹配 (entries vs assets)
- 修复 BrowserFileSystemService 支持两种目录格式
- 修复 bundle 策略检测逻辑 (空对象判断)
- 修复 module.json 中 assetExtensions 声明和类型推断

行为树修复:
- 修复 BehaviorTreeExecutionSystem 使用 loadAsset 替代 loadAssetByPath
- 修复 BehaviorTreeAssetType 常量与 module.json 类型名一致 (behavior-tree)

编辑器 UX 改进:
- 构建完成对话框添加"打开文件夹"按钮
- 构建完成对话框样式优化 (圆形图标背景、按钮布局)
- SceneHierarchy 响应式布局 (窄窗口自动隐藏 Type 列)
- SceneHierarchy 隐藏滚动条

错误追踪:
- 添加全局错误处理器写入日志文件 (%TEMP%/esengine-editor-crash.log)
- 添加 append_to_log Tauri 命令

* feat(render): 修复 UI 渲染和点击特效系统

## UI 渲染修复
- 修复 GUID 验证 bug,使用统一的 isValidGUID() 函数
- 修复 UI 渲染顺序随机问题,Rust 端使用 IndexMap 替代 HashMap
- Web 运行时添加 assetPathResolver 支持 GUID 解析
- UIInteractableComponent.blockEvents 默认值改为 false

## 点击特效系统
- 新增 ClickFxComponent 和 ClickFxSystem
- 支持在点击位置播放粒子效果
- 支持多种触发模式和粒子轮换

## Camera 系统重构
- CameraSystem 从 ecs-engine-bindgen 移至 camera 包
- 新增 CameraManager 统一管理相机

## 编辑器改进
- 改进属性面板 UI 交互
- 粒子编辑器面板优化
- Transform 命令系统

* feat(render): 实现 Sorting Layer 系统和 Overlay 渲染层

- 新增 SortingLayerManager 管理排序层级 (Background, Default, Foreground, UI, Overlay)
- 实现 ISortable 接口,统一 Sprite、UI、Particle 的排序属性
- 修复粒子 Overlay 层被 UI 遮挡问题:添加独立的 Overlay Pass 在 UI 之后渲染
- 更新粒子资产格式:从 sortingOrder 改为 sortingLayer + orderInLayer
- 更新粒子编辑器面板支持新的排序属性
- 优化 UI 渲染系统使用新的排序层级

* feat(ci): 集成 SignPath 代码签名服务

- 添加 SignPath 自动签名工作流(Windows)
- 配置 release-editor.yml 支持代码签名
- 将构建改为草稿模式,等待签名完成后发布
- 添加证书文件到 .gitignore 防止泄露

* fix(asset): 修复 Web 构建资产路径解析和全局单例移除

## 资产路径修复
- 修复 Tauri 本地服务器 `/asset?path=...` 路径解析,正确与 root 目录连接
- BrowserPathResolver 支持两种模式:
  - 'proxy': 使用 /asset?path=... 格式(编辑器 Run in Browser)
  - 'direct': 使用直接路径 /assets/path.png(独立 Web 构建)
- BrowserRuntime 使用 'direct' 模式,无需 Tauri 代理

## 架构改进 - 移除全局单例
- 移除 globalAssetManager 导出,改用 AssetManagerToken 依赖注入
- 移除 globalPathResolver 导出,改用 PathResolutionService
- 移除 globalPathResolutionService 导出
- ParticleUpdateSystem/ClickFxSystem 通过 setAssetManager() 注入依赖
- EngineService 使用 new AssetManager() 替代全局实例

## 新增服务
- PathResolutionService: 统一路径解析接口
- RuntimeModeService: 运行时模式查询服务
- SerializationContext: EntityRef 序列化上下文

## 其他改进
- 完善 ServiceToken 注释说明本地定义的意图
- 导出 BrowserPathResolveMode 类型

* fix(build): 添加 world-streaming composite 设置修复类型检查

* fix(build): 移除 world-streaming 引用避免 composite 冲突

* fix(build): 将 const enum 改为 enum 兼容 isolatedModules

* fix(build): 添加缺失的 IAssetManager 导入
2025-12-13 19:44:08 +08:00
2023-03-14 17:33:05 +08:00
2020-12-09 02:56:09 +00:00
2025-10-27 09:29:11 +08:00

ESEngine
ESEngine

Cross-platform 2D Game Engine

npm license stars

English | 中文

Documentation · API Reference · Download Editor · Examples


ESEngine is a cross-platform 2D game engine for creating games from a unified interface. It provides a comprehensive set of common tools so that developers can focus on making games without having to reinvent the wheel.

Games can be exported to multiple platforms including Web browsers, WeChat Mini Games, and other mini-game platforms.

Free and Open Source

ESEngine is completely free and open source under the MIT license. No strings attached, no royalties. Your games are yours.

Features

  • Data-Driven Architecture: Built on Entity-Component-System (ECS) pattern for flexible and performant game logic
  • High-Performance Rendering: Rust/WebAssembly 2D renderer with sprite batching and WebGL 2.0 backend
  • Visual Editor: Cross-platform desktop editor with scene management, asset browser, and visual tools
  • Modular Design: Use only what you need. Each feature is a separate module that can be included independently
  • Multi-Platform: Deploy to Web, WeChat Mini Games, and more from a single codebase

Getting the Engine

Using npm

npm install @esengine/ecs-framework

Building from Source

See Building from Source for detailed instructions.

Editor Download

Pre-built editor binaries are available on the Releases page for Windows and macOS.

Quick Start

import {
    Core, Scene, Entity, Component, EntitySystem,
    Matcher, Time, ECSComponent, ECSSystem
} from '@esengine/ecs-framework';

@ECSComponent('Position')
class Position extends Component {
    x = 0;
    y = 0;
}

@ECSComponent('Velocity')
class Velocity extends Component {
    dx = 0;
    dy = 0;
}

@ECSSystem('Movement')
class MovementSystem extends EntitySystem {
    constructor() {
        super(Matcher.all(Position, Velocity));
    }

    protected process(entities: readonly Entity[]): void {
        for (const entity of entities) {
            const pos = entity.getComponent(Position);
            const vel = entity.getComponent(Velocity);
            pos.x += vel.dx * Time.deltaTime;
            pos.y += vel.dy * Time.deltaTime;
        }
    }
}

Core.create();
const scene = new Scene();
scene.addSystem(new MovementSystem());

const player = scene.createEntity('Player');
player.addComponent(new Position());
player.addComponent(new Velocity());

Core.setScene(scene);

// Game loop
let lastTime = 0;
function gameLoop(currentTime: number) {
    const deltaTime = (currentTime - lastTime) / 1000;
    lastTime = currentTime;

    Core.update(deltaTime);
    requestAnimationFrame(gameLoop);
}
requestAnimationFrame(gameLoop);

Modules

ESEngine is organized into modular packages. Each feature has a runtime module and an optional editor extension.

Core

Package Description
@esengine/ecs-framework Core ECS framework with entity management, component system, and queries
@esengine/math Vector, matrix, and mathematical utilities
@esengine/engine Rust/WASM 2D renderer
@esengine/engine-core Engine module system and lifecycle management

Runtime Modules

Package Description
@esengine/sprite 2D sprite rendering and animation
@esengine/tilemap Tile-based map rendering with animation support
@esengine/physics-rapier2d 2D physics simulation powered by Rapier
@esengine/behavior-tree Behavior tree AI system
@esengine/blueprint Visual scripting runtime
@esengine/camera Camera control and management
@esengine/audio Audio playback
@esengine/ui UI components
@esengine/material-system Material and shader system
@esengine/asset-system Asset loading and management

Editor Extensions

Package Description
@esengine/sprite-editor Sprite inspector and tools
@esengine/tilemap-editor Visual tilemap editor with brush tools
@esengine/physics-rapier2d-editor Physics collider visualization and editing
@esengine/behavior-tree-editor Visual behavior tree editor
@esengine/blueprint-editor Visual scripting editor
@esengine/material-editor Material and shader editor
@esengine/shader-editor Shader code editor

Platform

Package Description
@esengine/platform-common Platform abstraction interfaces
@esengine/platform-web Web browser runtime
@esengine/platform-wechat WeChat Mini Game runtime

Editor

ESEngine Editor is a cross-platform desktop application built with Tauri and React.

Features

  • Scene hierarchy and entity management
  • Component inspector with custom editors
  • Asset browser with drag-and-drop support
  • Tilemap editor with paint, fill, and selection tools
  • Behavior tree visual editor
  • Blueprint visual scripting
  • Material and shader editing
  • Built-in performance profiler
  • Localization support (English, Chinese)

Screenshot

ESEngine Editor

Supported Platforms

Platform Runtime Editor
Web Browser Yes -
Windows - Yes
macOS - Yes
WeChat Mini Game In Progress -
Playable Ads Planned -
Android Planned -
iOS Planned -
Windows Native Planned -
Other Platforms Planned -

Building from Source

Prerequisites

  • Node.js 18 or later
  • pnpm 10 or later
  • Rust toolchain (for WASM renderer)
  • wasm-pack

Setup

# Clone repository
git clone https://github.com/esengine/esengine.git
cd esengine

# Install dependencies
pnpm install

# Build all packages
pnpm build

# Build WASM renderer (optional)
pnpm build:wasm

Running the Editor

cd packages/editor-app
pnpm tauri:dev

Project Structure

esengine/
├── packages/           Engine packages (runtime, editor, platform)
├── docs/               Documentation source
├── examples/           Example projects
├── scripts/            Build utilities
└── thirdparty/         Third-party dependencies

Documentation

Community

Contributing

Contributions are welcome. Please read the contributing guidelines before submitting a pull request.

  1. Fork the repository
  2. Create a feature branch
  3. Make changes with tests
  4. Submit a pull request

License

ESEngine is licensed under the MIT License.

Languages
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Rust 4.7%
CSS 4.4%
JavaScript 0.9%
HTML 0.3%