* 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
646 lines
20 KiB
TypeScript
646 lines
20 KiB
TypeScript
/**
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* Engine integration for asset system
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* 资产系统的引擎集成
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*/
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import { AssetManager } from '../core/AssetManager';
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import { AssetGUID, AssetType } from '../types/AssetTypes';
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import { ITextureAsset, IAudioAsset, IJsonAsset } from '../interfaces/IAssetLoader';
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import { PathResolutionService, type IPathResolutionService } from '../services/PathResolutionService';
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import { TextureLoader } from '../loaders/TextureLoader';
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/**
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* Texture engine bridge interface (for asset system)
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* 纹理引擎桥接接口(用于资产系统)
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*/
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export interface ITextureEngineBridge {
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/**
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* Load texture to GPU
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* 加载纹理到GPU
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*/
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loadTexture(id: number, url: string): Promise<void>;
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/**
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* Load multiple textures
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* 批量加载纹理
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*/
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loadTextures(requests: Array<{ id: number; url: string }>): Promise<void>;
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/**
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* Unload texture from GPU
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* 从GPU卸载纹理
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*/
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unloadTexture(id: number): void;
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/**
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* Get texture info
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* 获取纹理信息
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*/
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getTextureInfo(id: number): { width: number; height: number } | null;
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/**
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* Get or load texture by path.
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* 按路径获取或加载纹理。
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*
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* This is the preferred method for getting texture IDs.
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* The Rust engine is the single source of truth for texture ID allocation.
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* 这是获取纹理 ID 的首选方法。
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* Rust 引擎是纹理 ID 分配的唯一事实来源。
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*
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* @param path Image path/URL | 图片路径/URL
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* @returns Texture ID allocated by Rust engine | Rust 引擎分配的纹理 ID
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*/
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getOrLoadTextureByPath?(path: string): number;
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/**
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* Clear the texture path cache (optional).
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* 清除纹理路径缓存(可选)。
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*
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* This should be called when restoring scene snapshots to ensure
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* textures are reloaded with correct IDs.
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* 在恢复场景快照时应调用此方法,以确保纹理使用正确的ID重新加载。
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*/
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clearTexturePathCache?(): void;
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/**
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* Clear all textures and reset state (optional).
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* 清除所有纹理并重置状态(可选)。
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*/
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clearAllTextures?(): void;
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}
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/**
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* Audio asset with runtime ID
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* 带运行时 ID 的音频资产
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*/
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interface AudioAssetEntry {
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id: number;
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asset: IAudioAsset;
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path: string;
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}
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/**
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* Data asset with runtime ID
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* 带运行时 ID 的数据资产
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*/
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interface DataAssetEntry {
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id: number;
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data: unknown;
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path: string;
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}
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/**
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* Asset system engine integration
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* 资产系统引擎集成
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*/
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export class EngineIntegration {
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private _assetManager: AssetManager;
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private _engineBridge?: ITextureEngineBridge;
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private _pathResolver: IPathResolutionService;
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private _textureIdMap = new Map<AssetGUID, number>();
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private _pathToTextureId = new Map<string, number>();
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// Audio resource mappings | 音频资源映射
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private _audioIdMap = new Map<AssetGUID, number>();
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private _pathToAudioId = new Map<string, number>();
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private _audioAssets = new Map<number, AudioAssetEntry>();
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private static _nextAudioId = 1;
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// Data resource mappings | 数据资源映射
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private _dataIdMap = new Map<AssetGUID, number>();
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private _pathToDataId = new Map<string, number>();
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private _dataAssets = new Map<number, DataAssetEntry>();
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private static _nextDataId = 1;
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constructor(assetManager: AssetManager, engineBridge?: ITextureEngineBridge, pathResolver?: IPathResolutionService) {
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this._assetManager = assetManager;
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this._engineBridge = engineBridge;
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this._pathResolver = pathResolver ?? new PathResolutionService();
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}
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/**
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* Set path resolver
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* 设置路径解析器
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*/
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setPathResolver(resolver: IPathResolutionService): void {
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this._pathResolver = resolver;
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}
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/**
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* Set engine bridge
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* 设置引擎桥接
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*/
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setEngineBridge(bridge: ITextureEngineBridge): void {
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this._engineBridge = bridge;
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}
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/**
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* Load texture for component
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* 为组件加载纹理
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*
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* 使用 Rust 引擎作为纹理 ID 的唯一分配源。
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* Uses Rust engine as the single source of truth for texture ID allocation.
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*
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* AssetManager 内部会处理路径解析,这里只需传入原始路径。
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* AssetManager handles path resolution internally, just pass the original path here.
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*/
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async loadTextureForComponent(texturePath: string): Promise<number> {
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// 检查缓存(使用原始路径作为键)
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// Check cache (using original path as key)
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const existingId = this._pathToTextureId.get(texturePath);
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if (existingId) {
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return existingId;
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}
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// 解析路径为引擎可用的 URL
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// Resolve path to engine-compatible URL
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const engineUrl = this._pathResolver.catalogToRuntime(texturePath);
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// 优先使用 getOrLoadTextureByPath(Rust 分配 ID)
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// Prefer getOrLoadTextureByPath (Rust allocates ID)
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// 这确保纹理 ID 由 Rust 引擎统一分配,避免 JS/Rust 层 ID 不同步问题
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// This ensures texture IDs are allocated by Rust engine uniformly,
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// avoiding JS/Rust layer ID desync issues
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if (this._engineBridge?.getOrLoadTextureByPath) {
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const rustTextureId = this._engineBridge.getOrLoadTextureByPath(engineUrl);
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if (rustTextureId > 0) {
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// 缓存映射
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// Cache mapping
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this._pathToTextureId.set(texturePath, rustTextureId);
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return rustTextureId;
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}
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}
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// 回退:通过资产系统加载(兼容旧流程)
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// Fallback: Load through asset system (for backward compatibility)
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const result = await this._assetManager.loadAssetByPath<ITextureAsset>(texturePath);
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const textureAsset = result.asset;
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// 如果有引擎桥接,上传到GPU
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// Upload to GPU if bridge exists
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if (this._engineBridge && textureAsset.data) {
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await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl);
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}
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// 缓存映射(使用原始路径作为键,避免重复解析)
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// Cache mapping (using original path as key to avoid re-resolving)
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this._pathToTextureId.set(texturePath, textureAsset.textureId);
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return textureAsset.textureId;
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}
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/**
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* Load texture by GUID
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* 通过GUID加载纹理
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*
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* 使用 Rust 引擎作为纹理 ID 的唯一分配源。
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* Uses Rust engine as the single source of truth for texture ID allocation.
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*/
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async loadTextureByGuid(guid: AssetGUID): Promise<number> {
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// 检查是否已有纹理ID / Check if texture ID exists
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const existingId = this._textureIdMap.get(guid);
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if (existingId) {
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return existingId;
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}
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// 通过资产系统加载获取元数据和路径 / Load through asset system to get metadata and path
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const result = await this._assetManager.loadAsset<ITextureAsset>(guid);
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const metadata = result.metadata;
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const engineUrl = this._pathResolver.catalogToRuntime(metadata.path);
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// 优先使用 getOrLoadTextureByPath(Rust 分配 ID)
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// Prefer getOrLoadTextureByPath (Rust allocates ID)
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if (this._engineBridge?.getOrLoadTextureByPath) {
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const rustTextureId = this._engineBridge.getOrLoadTextureByPath(engineUrl);
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if (rustTextureId > 0) {
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// 缓存映射
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// Cache mapping
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this._textureIdMap.set(guid, rustTextureId);
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return rustTextureId;
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}
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}
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// 回退:使用 TextureLoader 分配的 ID(兼容旧流程)
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// Fallback: Use TextureLoader allocated ID (for backward compatibility)
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const textureAsset = result.asset;
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if (this._engineBridge && textureAsset.data) {
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await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl);
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}
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// 缓存映射 / Cache mapping
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this._textureIdMap.set(guid, textureAsset.textureId);
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return textureAsset.textureId;
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}
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/**
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* Batch load textures
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* 批量加载纹理
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*/
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async loadTexturesBatch(paths: string[]): Promise<Map<string, number>> {
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const results = new Map<string, number>();
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// 收集需要加载的纹理 / Collect textures to load
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const toLoad: string[] = [];
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for (const path of paths) {
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const existingId = this._pathToTextureId.get(path);
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if (existingId) {
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results.set(path, existingId);
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} else {
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toLoad.push(path);
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}
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}
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if (toLoad.length === 0) {
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return results;
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}
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// 并行加载所有纹理 / Load all textures in parallel
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const loadPromises = toLoad.map(async (path) => {
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try {
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const id = await this.loadTextureForComponent(path);
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results.set(path, id);
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} catch (error) {
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console.error(`Failed to load texture: ${path}`, error);
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results.set(path, 0); // 使用默认纹理ID / Use default texture ID
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}
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});
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await Promise.all(loadPromises);
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return results;
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}
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/**
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* 批量加载资源(通用方法,支持 IResourceLoader 接口)
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* Load resources in batch (generic method for IResourceLoader interface)
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*
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* @param paths 资源路径数组 / Array of resource paths
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* @param type 资源类型 / Resource type
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* @returns 路径到运行时 ID 的映射 / Map of paths to runtime IDs
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*/
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async loadResourcesBatch(paths: string[], type: 'texture' | 'audio' | 'font' | 'data'): Promise<Map<string, number>> {
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switch (type) {
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case 'texture':
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return this.loadTexturesBatch(paths);
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case 'audio':
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return this.loadAudioBatch(paths);
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case 'data':
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return this.loadDataBatch(paths);
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case 'font':
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// 字体资源暂未实现 / Font resources not yet implemented
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console.warn('[EngineIntegration] Font resource loading not yet implemented');
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return new Map();
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default:
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console.warn(`[EngineIntegration] Unknown resource type '${type}'`);
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return new Map();
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}
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}
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// ============= Audio Resource Methods =============
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// ============= 音频资源方法 =============
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/**
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* Load audio for component
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* 为组件加载音频
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*
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* @param audioPath 音频文件路径 / Audio file path
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* @returns 运行时音频 ID / Runtime audio ID
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*/
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async loadAudioForComponent(audioPath: string): Promise<number> {
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// 检查缓存 / Check cache
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const existingId = this._pathToAudioId.get(audioPath);
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if (existingId) {
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return existingId;
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}
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// 通过资产系统加载 / Load through asset system
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const result = await this._assetManager.loadAssetByPath<IAudioAsset>(audioPath);
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const audioAsset = result.asset;
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// 分配运行时 ID / Assign runtime ID
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const audioId = EngineIntegration._nextAudioId++;
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// 缓存映射 / Cache mapping
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this._pathToAudioId.set(audioPath, audioId);
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this._audioAssets.set(audioId, {
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id: audioId,
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asset: audioAsset,
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path: audioPath
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});
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return audioId;
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}
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/**
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* Batch load audio files
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* 批量加载音频文件
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*/
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async loadAudioBatch(paths: string[]): Promise<Map<string, number>> {
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const results = new Map<string, number>();
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// 收集需要加载的音频 / Collect audio to load
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const toLoad: string[] = [];
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for (const path of paths) {
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const existingId = this._pathToAudioId.get(path);
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if (existingId) {
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results.set(path, existingId);
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} else {
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toLoad.push(path);
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}
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}
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if (toLoad.length === 0) {
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return results;
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}
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// 并行加载所有音频 / Load all audio in parallel
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const loadPromises = toLoad.map(async (path) => {
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try {
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const id = await this.loadAudioForComponent(path);
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results.set(path, id);
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} catch (error) {
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console.error(`Failed to load audio: ${path}`, error);
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results.set(path, 0);
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}
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});
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await Promise.all(loadPromises);
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return results;
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}
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/**
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* Get audio asset by ID
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* 通过 ID 获取音频资产
|
||
*/
|
||
getAudioAsset(audioId: number): IAudioAsset | null {
|
||
const entry = this._audioAssets.get(audioId);
|
||
return entry?.asset || null;
|
||
}
|
||
|
||
/**
|
||
* Get audio ID for path
|
||
* 获取路径的音频 ID
|
||
*/
|
||
getAudioId(path: string): number | null {
|
||
return this._pathToAudioId.get(path) || null;
|
||
}
|
||
|
||
/**
|
||
* Unload audio
|
||
* 卸载音频
|
||
*/
|
||
unloadAudio(audioId: number): void {
|
||
const entry = this._audioAssets.get(audioId);
|
||
if (entry) {
|
||
this._pathToAudioId.delete(entry.path);
|
||
this._audioAssets.delete(audioId);
|
||
|
||
// 从 GUID 映射中清理 / Clean up GUID mapping
|
||
for (const [guid, id] of this._audioIdMap.entries()) {
|
||
if (id === audioId) {
|
||
this._audioIdMap.delete(guid);
|
||
this._assetManager.unloadAsset(guid);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// ============= Data Resource Methods =============
|
||
// ============= 数据资源方法 =============
|
||
|
||
/**
|
||
* Load data (JSON) for component
|
||
* 为组件加载数据(JSON)
|
||
*
|
||
* @param dataPath 数据文件路径 / Data file path
|
||
* @returns 运行时数据 ID / Runtime data ID
|
||
*/
|
||
async loadDataForComponent(dataPath: string): Promise<number> {
|
||
// 检查缓存 / Check cache
|
||
const existingId = this._pathToDataId.get(dataPath);
|
||
if (existingId) {
|
||
return existingId;
|
||
}
|
||
|
||
// 通过资产系统加载 / Load through asset system
|
||
const result = await this._assetManager.loadAssetByPath<IJsonAsset>(dataPath);
|
||
const jsonAsset = result.asset;
|
||
|
||
// 分配运行时 ID / Assign runtime ID
|
||
const dataId = EngineIntegration._nextDataId++;
|
||
|
||
// 缓存映射 / Cache mapping
|
||
this._pathToDataId.set(dataPath, dataId);
|
||
this._dataAssets.set(dataId, {
|
||
id: dataId,
|
||
data: jsonAsset.data,
|
||
path: dataPath
|
||
});
|
||
|
||
return dataId;
|
||
}
|
||
|
||
/**
|
||
* Batch load data files
|
||
* 批量加载数据文件
|
||
*/
|
||
async loadDataBatch(paths: string[]): Promise<Map<string, number>> {
|
||
const results = new Map<string, number>();
|
||
|
||
// 收集需要加载的数据 / Collect data to load
|
||
const toLoad: string[] = [];
|
||
for (const path of paths) {
|
||
const existingId = this._pathToDataId.get(path);
|
||
if (existingId) {
|
||
results.set(path, existingId);
|
||
} else {
|
||
toLoad.push(path);
|
||
}
|
||
}
|
||
|
||
if (toLoad.length === 0) {
|
||
return results;
|
||
}
|
||
|
||
// 并行加载所有数据 / Load all data in parallel
|
||
const loadPromises = toLoad.map(async (path) => {
|
||
try {
|
||
const id = await this.loadDataForComponent(path);
|
||
results.set(path, id);
|
||
} catch (error) {
|
||
console.error(`Failed to load data: ${path}`, error);
|
||
results.set(path, 0);
|
||
}
|
||
});
|
||
|
||
await Promise.all(loadPromises);
|
||
return results;
|
||
}
|
||
|
||
/**
|
||
* Get data by ID
|
||
* 通过 ID 获取数据
|
||
*/
|
||
getData<T = unknown>(dataId: number): T | null {
|
||
const entry = this._dataAssets.get(dataId);
|
||
return (entry?.data as T) || null;
|
||
}
|
||
|
||
/**
|
||
* Get data ID for path
|
||
* 获取路径的数据 ID
|
||
*/
|
||
getDataId(path: string): number | null {
|
||
return this._pathToDataId.get(path) || null;
|
||
}
|
||
|
||
/**
|
||
* Unload data
|
||
* 卸载数据
|
||
*/
|
||
unloadData(dataId: number): void {
|
||
const entry = this._dataAssets.get(dataId);
|
||
if (entry) {
|
||
this._pathToDataId.delete(entry.path);
|
||
this._dataAssets.delete(dataId);
|
||
|
||
// 从 GUID 映射中清理 / Clean up GUID mapping
|
||
for (const [guid, id] of this._dataIdMap.entries()) {
|
||
if (id === dataId) {
|
||
this._dataIdMap.delete(guid);
|
||
this._assetManager.unloadAsset(guid);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Unload texture
|
||
* 卸载纹理
|
||
*/
|
||
unloadTexture(textureId: number): void {
|
||
// 从引擎卸载 / Unload from engine
|
||
if (this._engineBridge) {
|
||
this._engineBridge.unloadTexture(textureId);
|
||
}
|
||
|
||
// 清理映射 / Clean up mappings
|
||
for (const [path, id] of this._pathToTextureId.entries()) {
|
||
if (id === textureId) {
|
||
this._pathToTextureId.delete(path);
|
||
break;
|
||
}
|
||
}
|
||
|
||
for (const [guid, id] of this._textureIdMap.entries()) {
|
||
if (id === textureId) {
|
||
this._textureIdMap.delete(guid);
|
||
// 也从资产管理器卸载 / Also unload from asset manager
|
||
this._assetManager.unloadAsset(guid);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Get texture ID for path
|
||
* 获取路径的纹理ID
|
||
*/
|
||
getTextureId(path: string): number | null {
|
||
return this._pathToTextureId.get(path) || null;
|
||
}
|
||
|
||
/**
|
||
* Preload textures for scene
|
||
* 为场景预加载纹理
|
||
*/
|
||
async preloadSceneTextures(texturePaths: string[]): Promise<void> {
|
||
await this.loadTexturesBatch(texturePaths);
|
||
}
|
||
|
||
/**
|
||
* Clear all texture mappings
|
||
* 清空所有纹理映射
|
||
*
|
||
* This clears both local texture ID mappings and the AssetManager's
|
||
* texture cache to ensure textures are fully reloaded.
|
||
* 这会清除本地纹理 ID 映射和 AssetManager 的纹理缓存,确保纹理完全重新加载。
|
||
*
|
||
* IMPORTANT: This also clears the Rust engine's texture cache to ensure
|
||
* both JS and Rust layers are in sync.
|
||
* 重要:这也会清除 Rust 引擎的纹理缓存,确保 JS 和 Rust 层同步。
|
||
*/
|
||
clearTextureMappings(): void {
|
||
// 1. 清除本地映射
|
||
// Clear local mappings
|
||
this._textureIdMap.clear();
|
||
this._pathToTextureId.clear();
|
||
|
||
// 2. 清除 Rust 引擎的纹理缓存(如果可用)
|
||
// Clear Rust engine's texture cache (if available)
|
||
// 这确保下次加载时 Rust 会重新分配 ID
|
||
// This ensures Rust will reallocate IDs on next load
|
||
if (this._engineBridge?.clearAllTextures) {
|
||
this._engineBridge.clearAllTextures();
|
||
}
|
||
|
||
// 3. 清除 AssetManager 中的纹理资产缓存
|
||
// Clear texture asset cache in AssetManager
|
||
// 强制清除以确保纹理使用新的 ID 重新加载
|
||
// Force clear to ensure textures are reloaded with new IDs
|
||
this._assetManager.unloadAssetsByType(AssetType.Texture, true);
|
||
|
||
// 4. 重置 TextureLoader 的 ID 计数器(保持向后兼容)
|
||
// Reset TextureLoader's ID counter (for backward compatibility)
|
||
TextureLoader.resetTextureIdCounter();
|
||
}
|
||
|
||
/**
|
||
* Clear all audio mappings
|
||
* 清空所有音频映射
|
||
*/
|
||
clearAudioMappings(): void {
|
||
this._audioIdMap.clear();
|
||
this._pathToAudioId.clear();
|
||
this._audioAssets.clear();
|
||
}
|
||
|
||
/**
|
||
* Clear all data mappings
|
||
* 清空所有数据映射
|
||
*/
|
||
clearDataMappings(): void {
|
||
this._dataIdMap.clear();
|
||
this._pathToDataId.clear();
|
||
this._dataAssets.clear();
|
||
}
|
||
|
||
/**
|
||
* Clear all resource mappings
|
||
* 清空所有资源映射
|
||
*/
|
||
clearAllMappings(): void {
|
||
this.clearTextureMappings();
|
||
this.clearAudioMappings();
|
||
this.clearDataMappings();
|
||
}
|
||
|
||
/**
|
||
* Get statistics
|
||
* 获取统计信息
|
||
*/
|
||
getStatistics(): {
|
||
loadedTextures: number;
|
||
loadedAudio: number;
|
||
loadedData: number;
|
||
} {
|
||
return {
|
||
loadedTextures: this._pathToTextureId.size,
|
||
loadedAudio: this._audioAssets.size,
|
||
loadedData: this._dataAssets.size
|
||
};
|
||
}
|
||
}
|