Files
esengine/packages/runtime-core/src/GameRuntime.ts
YHH ed8f6e283b feat: 纹理路径稳定 ID 与架构改进 (#305)
* 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
2025-12-16 12:46:14 +08:00

1063 lines
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TypeScript
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/**
* Unified Game Runtime
* 统一游戏运行时
*
* 这是编辑器预览和独立运行的统一入口点
* This is the unified entry point for editor preview and standalone runtime
*/
import { Core, Scene, SceneSerializer, HierarchySystem, PluginServiceRegistry, createServiceToken } from '@esengine/ecs-framework';
import {
EngineBridge,
EngineRenderSystem,
EngineBridgeToken,
RenderSystemToken,
EngineIntegrationToken,
type IUIRenderDataProvider
} from '@esengine/ecs-engine-bindgen';
import {
TransformComponent,
TransformSystem,
InputSystem,
Input,
TransformTypeToken,
CanvasElementToken
} from '@esengine/engine-core';
import { AssetManager, EngineIntegration, AssetManagerToken } from '@esengine/asset-system';
// ============================================================================
// 本地服务令牌定义 | Local Service Token Definitions
// ============================================================================
// 这些令牌使用 createServiceToken() 本地定义,而不是从源模块导入。
// 这是有意为之:
// 1. runtime-core 应保持与 ui/sprite/behavior-tree 等模块的松耦合
// 2. createServiceToken() 使用 Symbol.for(),确保相同名称在运行时匹配
// 3. 本地接口提供类型安全,无需引入模块依赖
//
// These tokens are defined locally using createServiceToken() instead of
// importing from source modules. This is intentional:
// 1. runtime-core should remain loosely coupled to ui/sprite/behavior-tree etc.
// 2. createServiceToken() uses Symbol.for(), ensuring same names match at runtime
// 3. Local interfaces provide type safety without introducing module dependencies
// ============================================================================
/**
* UI 输入系统接口(最小化定义,用于类型安全的服务访问)
* UI input system interface (minimal definition for type-safe service access)
*/
interface IUIInputSystem {
bindToCanvas(canvas: HTMLCanvasElement): void;
unbind?(): void;
}
/**
* 可启用/禁用的系统接口
* Interface for systems that can be enabled/disabled
*/
interface IEnableableSystem {
enabled: boolean;
}
/**
* 行为树系统接口
* Behavior tree system interface
*/
interface IBehaviorTreeSystem extends IEnableableSystem {
startAllAutoStartTrees?(): void;
}
/**
* 物理系统接口
* Physics system interface
*/
interface IPhysicsSystem extends IEnableableSystem {
reset?(): void;
}
/**
* Tilemap 系统接口
* Tilemap system interface
*/
interface ITilemapSystem {
clearCache?(): void;
}
// UI 模块服务令牌 | UI module service tokens
const UIRenderProviderToken = createServiceToken<IUIRenderDataProvider>('uiRenderProvider');
const UIInputSystemToken = createServiceToken<IUIInputSystem>('uiInputSystem');
// Sprite 模块服务令牌 | Sprite module service tokens
const SpriteAnimatorSystemToken = createServiceToken<IEnableableSystem>('spriteAnimatorSystem');
// BehaviorTree 模块服务令牌 | BehaviorTree module service tokens
const BehaviorTreeSystemToken = createServiceToken<IBehaviorTreeSystem>('behaviorTreeSystem');
// Physics 模块服务令牌 | Physics module service tokens
const Physics2DSystemToken = createServiceToken<IPhysicsSystem>('physics2DSystem');
// Tilemap 模块服务令牌 | Tilemap module service tokens
const TilemapSystemToken = createServiceToken<ITilemapSystem>('tilemapSystem');
import {
runtimePluginManager,
type SystemContext,
type IRuntimeModule
} from './PluginManager';
import {
loadEnabledPlugins,
type PluginPackageInfo,
type ProjectPluginConfig
} from './PluginLoader';
import {
BUILTIN_PLUGIN_PACKAGES,
mergeProjectConfig,
type ProjectConfig
} from './ProjectConfig';
import type { IPlatformAdapter, PlatformAdapterConfig } from './IPlatformAdapter';
/**
* 运行时配置
* Runtime configuration
*/
export interface GameRuntimeConfig {
/** 平台适配器 */
platform: IPlatformAdapter;
/** 项目配置 */
projectConfig?: Partial<ProjectConfig>;
/** Canvas ID */
canvasId: string;
/** 初始宽度 */
width?: number;
/** 初始高度 */
height?: number;
/** 是否自动启动渲染循环 */
autoStartRenderLoop?: boolean;
/** UI 画布尺寸 */
uiCanvasSize?: { width: number; height: number };
/**
* 跳过内部插件加载
* 编辑器模式下,插件由 editor-core 的 PluginManager 管理
* Skip internal plugin loading - editor mode uses editor-core's PluginManager
*/
skipPluginLoading?: boolean;
}
/**
* 运行时状态
* Runtime state
*/
export interface RuntimeState {
initialized: boolean;
running: boolean;
paused: boolean;
}
/**
* 统一游戏运行时
* Unified Game Runtime
*
* 提供编辑器预览和独立运行的统一实现
* Provides unified implementation for editor preview and standalone runtime
*/
export class GameRuntime {
private _platform: IPlatformAdapter;
private _bridge: EngineBridge | null = null;
private _scene: Scene | null = null;
private _renderSystem: EngineRenderSystem | null = null;
private _inputSystem: InputSystem | null = null;
private _assetManager: AssetManager | null = null;
private _engineIntegration: EngineIntegration | null = null;
private _projectConfig: ProjectConfig;
private _config: GameRuntimeConfig;
private _state: RuntimeState = {
initialized: false,
running: false,
paused: false
};
private _animationFrameId: number | null = null;
private _lastTime = 0;
// 系统上下文,供插件使用
private _systemContext: SystemContext | null = null;
// 场景快照(用于编辑器预览后恢复)
// 支持二进制格式以提升性能
private _sceneSnapshot: string | Uint8Array | null = null;
// Gizmo 注册表注入函数
private _gizmoDataProvider?: (component: any, entity: any, isSelected: boolean) => any;
private _hasGizmoProvider?: (component: any) => boolean;
constructor(config: GameRuntimeConfig) {
this._config = config;
this._platform = config.platform;
this._projectConfig = mergeProjectConfig(config.projectConfig || {});
}
/**
* 获取运行时状态
*/
get state(): RuntimeState {
return { ...this._state };
}
/**
* 获取场景
*/
get scene(): Scene | null {
return this._scene;
}
/**
* 获取引擎桥接
*/
get bridge(): EngineBridge | null {
return this._bridge;
}
/**
* 获取渲染系统
*/
get renderSystem(): EngineRenderSystem | null {
return this._renderSystem;
}
/**
* 获取资产管理器
*/
get assetManager(): AssetManager | null {
return this._assetManager;
}
/**
* 获取引擎集成
*/
get engineIntegration(): EngineIntegration | null {
return this._engineIntegration;
}
/**
* 获取系统上下文
*/
get systemContext(): SystemContext | null {
return this._systemContext;
}
/**
* 获取服务注册表(用于编辑器模式下注册外部创建的系统)
* Get service registry (for registering externally created systems in editor mode)
*/
getServiceRegistry(): PluginServiceRegistry | null {
return this._systemContext?.services ?? null;
}
/**
* 获取平台适配器
*/
get platform(): IPlatformAdapter {
return this._platform;
}
/**
* 初始化运行时
* Initialize runtime
*/
async initialize(): Promise<void> {
if (this._state.initialized) {
return;
}
try {
// 1. 初始化平台
await this._platform.initialize({
canvasId: this._config.canvasId,
width: this._config.width,
height: this._config.height,
isEditor: this._platform.isEditorMode()
});
// 2. 获取 WASM 模块并创建引擎桥接
const wasmModule = await this._platform.getWasmModule();
this._bridge = new EngineBridge({
canvasId: this._config.canvasId,
width: this._config.width,
height: this._config.height
});
await this._bridge.initializeWithModule(wasmModule);
// 3. 设置路径解析器
this._bridge.setPathResolver((path: string) => {
return this._platform.pathResolver.resolve(path);
});
// 4. 初始化 ECS Core
if (!Core.Instance) {
Core.create({ debug: false });
}
// 5. 创建或获取场景
if (Core.scene) {
this._scene = Core.scene as Scene;
} else {
this._scene = new Scene({ name: 'GameScene' });
Core.setScene(this._scene);
}
// 编辑器模式下设置 isEditorMode延迟组件生命周期回调
// Set isEditorMode in editor mode to defer component lifecycle callbacks
if (this._platform.isEditorMode()) {
this._scene.isEditorMode = true;
}
// 6. 添加基础系统
this._scene.addSystem(new HierarchySystem());
this._scene.addSystem(new TransformSystem());
// 7. 添加输入系统(最先更新,以便其他系统可以读取输入状态)
// Add input system (updates first so other systems can read input state)
this._inputSystem = new InputSystem({
disableInEditor: true // 编辑器模式下禁用,避免与编辑器输入冲突
});
this._scene.addSystem(this._inputSystem);
// 设置平台输入子系统 | Set platform input subsystem
const inputSubsystem = this._platform.getInputSubsystem?.();
if (inputSubsystem) {
this._inputSystem.setInputSubsystem(inputSubsystem);
}
// CameraSystem 由 CameraPlugin 通过插件系统创建
// CameraSystem is created by CameraPlugin via plugin system
this._renderSystem = new EngineRenderSystem(this._bridge, TransformComponent);
// 7. 设置 UI 画布尺寸
if (this._config.uiCanvasSize) {
this._renderSystem.setUICanvasSize(
this._config.uiCanvasSize.width,
this._config.uiCanvasSize.height
);
} else {
this._renderSystem.setUICanvasSize(1920, 1080);
}
// 8. 创建资产系统
this._assetManager = new AssetManager();
this._engineIntegration = new EngineIntegration(this._assetManager, this._bridge);
// 9. 加载并初始化插件(编辑器模式下跳过,由 editor-core 的 PluginManager 处理)
if (!this._config.skipPluginLoading) {
await this._initializePlugins();
}
// 10. 创建系统上下文(使用 PluginServiceRegistry
const services = new PluginServiceRegistry();
// 注册核心服务 | Register core services
services.register(EngineBridgeToken, this._bridge);
services.register(RenderSystemToken, this._renderSystem);
services.register(EngineIntegrationToken, this._engineIntegration);
services.register(AssetManagerToken, this._assetManager);
services.register(TransformTypeToken, TransformComponent);
// 注册 Canvas 元素(用于坐标转换等)
// Register canvas element (for coordinate conversion, etc.)
const canvas = this._platform.getCanvas();
if (canvas) {
services.register(CanvasElementToken, canvas);
}
this._systemContext = {
isEditor: this._platform.isEditorMode(),
services
};
// 11. 让插件创建系统(编辑器模式下跳过,由 EngineService.initializeModuleSystems 处理)
if (!this._config.skipPluginLoading) {
runtimePluginManager.createSystemsForScene(this._scene, this._systemContext);
}
// 11. 设置 UI 渲染数据提供者(如果有)
const uiRenderProvider = this._systemContext.services.get(UIRenderProviderToken);
if (uiRenderProvider) {
this._renderSystem.setUIRenderDataProvider(uiRenderProvider);
}
// 12. 添加渲染系统(在所有其他系统之后)
this._scene.addSystem(this._renderSystem);
// 13. 启动默认 world
const defaultWorld = Core.worldManager.getWorld('__default__');
if (defaultWorld && !defaultWorld.isActive) {
defaultWorld.start();
}
// 14. 编辑器模式下的特殊处理
if (this._platform.isEditorMode()) {
// 禁用游戏逻辑系统
this._disableGameLogicSystems();
}
this._state.initialized = true;
// 15. 自动启动渲染循环
if (this._config.autoStartRenderLoop !== false) {
this._startRenderLoop();
}
} catch (error) {
console.error('[GameRuntime] Initialization failed:', error);
throw error;
}
}
/**
* 加载并初始化插件
*/
private async _initializePlugins(): Promise<void> {
// 检查是否已有插件注册(静态导入场景)
// Check if plugins are already registered (static import scenario)
const hasPlugins = runtimePluginManager.getPlugins().length > 0;
if (!hasPlugins) {
// 没有预注册的插件,尝试动态加载
// No pre-registered plugins, try dynamic loading
await loadEnabledPlugins(
{ plugins: this._projectConfig.plugins },
BUILTIN_PLUGIN_PACKAGES
);
}
// 初始化插件(注册组件和服务)
await runtimePluginManager.initializeRuntime(Core.services);
}
/**
* 禁用游戏逻辑系统(编辑器模式)
*/
private _disableGameLogicSystems(): void {
const services = this._systemContext?.services;
if (!services) return;
// 这些系统由插件创建,通过服务注册表获取引用
const animatorSystem = services.get(SpriteAnimatorSystemToken);
if (animatorSystem) {
animatorSystem.enabled = false;
}
const behaviorTreeSystem = services.get(BehaviorTreeSystemToken);
if (behaviorTreeSystem) {
behaviorTreeSystem.enabled = false;
}
const physicsSystem = services.get(Physics2DSystemToken);
if (physicsSystem) {
physicsSystem.enabled = false;
}
}
/**
* 启用游戏逻辑系统(预览/运行模式)
*/
private _enableGameLogicSystems(): void {
const services = this._systemContext?.services;
if (!services) return;
const animatorSystem = services.get(SpriteAnimatorSystemToken);
if (animatorSystem) {
animatorSystem.enabled = true;
}
const behaviorTreeSystem = services.get(BehaviorTreeSystemToken);
if (behaviorTreeSystem) {
behaviorTreeSystem.enabled = true;
behaviorTreeSystem.startAllAutoStartTrees?.();
}
const physicsSystem = services.get(Physics2DSystemToken);
if (physicsSystem) {
physicsSystem.enabled = true;
}
}
/**
* 启动渲染循环
*/
private _startRenderLoop(): void {
if (this._animationFrameId !== null) {
return;
}
this._lastTime = performance.now();
this._renderLoop();
}
/**
* 渲染循环
*/
private _renderLoop = (): void => {
const currentTime = performance.now();
const deltaTime = (currentTime - this._lastTime) / 1000;
this._lastTime = currentTime;
// 更新 ECS
Core.update(deltaTime);
this._animationFrameId = requestAnimationFrame(this._renderLoop);
};
/**
* 停止渲染循环
*/
private _stopRenderLoop(): void {
if (this._animationFrameId !== null) {
cancelAnimationFrame(this._animationFrameId);
this._animationFrameId = null;
}
}
/**
* 开始运行(启用游戏逻辑)
* Start running (enable game logic)
*/
start(): void {
if (!this._state.initialized || this._state.running) {
return;
}
this._state.running = true;
this._state.paused = false;
// 启用预览模式
if (this._renderSystem) {
this._renderSystem.setPreviewMode(true);
}
// 禁用编辑器模式,启用 InputSystem 和组件生命周期回调
// Disable editor mode to enable InputSystem and component lifecycle callbacks
if (this._scene) {
this._scene.isEditorMode = false;
}
// 调用场景 begin() 触发延迟的组件生命周期回调
// Call scene begin() to trigger deferred component lifecycle callbacks
if (this._scene) {
this._scene.begin();
}
// 启用游戏逻辑系统
this._enableGameLogicSystems();
// 绑定 UI 输入
const uiInputSystem = this._systemContext?.services.get(UIInputSystemToken);
if (uiInputSystem && this._config.canvasId) {
const canvas = document.getElementById(this._config.canvasId) as HTMLCanvasElement;
if (canvas) {
uiInputSystem.bindToCanvas(canvas);
}
}
// 确保渲染循环在运行
this._startRenderLoop();
}
/**
* 暂停运行
* Pause running
*/
pause(): void {
if (!this._state.running || this._state.paused) {
return;
}
this._state.paused = true;
}
/**
* 恢复运行
* Resume running
*/
resume(): void {
if (!this._state.running || !this._state.paused) {
return;
}
this._state.paused = false;
}
/**
* 停止运行(禁用游戏逻辑)
* Stop running (disable game logic)
*/
stop(): void {
if (!this._state.running) {
return;
}
this._state.running = false;
this._state.paused = false;
// 禁用预览模式
if (this._renderSystem) {
this._renderSystem.setPreviewMode(false);
}
// 恢复编辑器模式(如果是编辑器平台)
// Restore editor mode (if editor platform)
if (this._scene && this._platform.isEditorMode()) {
this._scene.isEditorMode = true;
}
// 解绑 UI 输入
const services = this._systemContext?.services;
const uiInputSystem = services?.get(UIInputSystemToken);
if (uiInputSystem) {
uiInputSystem.unbind?.();
}
// 禁用游戏逻辑系统
this._disableGameLogicSystems();
// 重置物理系统
const physicsSystem = services?.get(Physics2DSystemToken);
if (physicsSystem) {
physicsSystem.reset?.();
}
}
/**
* 单步执行
* Step forward one frame
*/
step(): void {
if (!this._state.initialized) {
return;
}
// 启用系统执行一帧
this._enableGameLogicSystems();
Core.update(1 / 60);
this._disableGameLogicSystems();
}
/**
* 加载场景数据
* Load scene data
*/
async loadScene(sceneData: string | object): Promise<void> {
if (!this._scene) {
throw new Error('Scene not initialized');
}
const jsonStr = typeof sceneData === 'string'
? sceneData
: JSON.stringify(sceneData);
SceneSerializer.deserialize(this._scene, jsonStr, {
strategy: 'replace',
preserveIds: true
});
}
/**
* 从 URL 加载场景
* Load scene from URL
*/
async loadSceneFromUrl(url: string): Promise<void> {
const response = await fetch(url);
if (!response.ok) {
throw new Error(`Failed to load scene from ${url}: ${response.status}`);
}
const sceneJson = await response.text();
await this.loadScene(sceneJson);
}
/**
* 从数据对象加载场景(用于单文件模式)
* Load scene from data object (for single-file mode)
*/
async loadSceneFromData(sceneData: unknown): Promise<void> {
const sceneJson = JSON.stringify(sceneData);
await this.loadScene(sceneJson);
}
/**
* 调整视口大小
* Resize viewport
*/
resize(width: number, height: number): void {
if (this._bridge) {
this._bridge.resize(width, height);
}
this._platform.resize(width, height);
}
/**
* 设置相机
* Set camera
*/
setCamera(config: { x: number; y: number; zoom: number; rotation?: number }): void {
if (this._bridge) {
this._bridge.setCamera({
x: config.x,
y: config.y,
zoom: config.zoom,
rotation: config.rotation ?? 0
});
}
}
/**
* 获取相机状态
* Get camera state
*/
getCamera(): { x: number; y: number; zoom: number; rotation: number } {
if (this._bridge) {
return this._bridge.getCamera();
}
return { x: 0, y: 0, zoom: 1, rotation: 0 };
}
/**
* 设置网格显示
* Set grid visibility
*/
setShowGrid(show: boolean): void {
if (this._bridge) {
this._bridge.setShowGrid(show);
}
}
/**
* 设置 Gizmo 显示
* Set gizmo visibility
*/
setShowGizmos(show: boolean): void {
if (this._renderSystem) {
this._renderSystem.setShowGizmos(show);
}
}
/**
* 设置编辑器模式
* Set editor mode
*
* When false (runtime mode), editor-only UI like grid, gizmos,
* and axis indicator are automatically hidden.
* 当为 false运行时模式编辑器专用 UI 会自动隐藏。
*/
setEditorMode(isEditor: boolean): void {
if (this._bridge) {
this._bridge.setEditorMode(isEditor);
}
}
/**
* 获取编辑器模式
* Get editor mode
*/
isEditorMode(): boolean {
if (this._bridge) {
return this._bridge.isEditorMode();
}
return true;
}
/**
* 设置清除颜色
* Set clear color
*/
setClearColor(r: number, g: number, b: number, a: number = 1.0): void {
if (this._bridge) {
this._bridge.setClearColor(r, g, b, a);
}
}
/**
* 获取统计信息
* Get stats
*/
getStats(): { fps: number; drawCalls: number; spriteCount: number } {
if (!this._renderSystem) {
return { fps: 0, drawCalls: 0, spriteCount: 0 };
}
const engineStats = this._renderSystem.getStats();
return {
fps: engineStats?.fps ?? 0,
drawCalls: engineStats?.drawCalls ?? 0,
spriteCount: this._renderSystem.spriteCount
};
}
// ===== 编辑器特有功能 =====
// ===== Editor-specific features =====
/**
* 设置 Gizmo 注册表(编辑器模式)
* Set gizmo registry (editor mode)
*/
setGizmoRegistry(
gizmoDataProvider: (component: any, entity: any, isSelected: boolean) => any,
hasGizmoProvider: (component: any) => boolean
): void {
this._gizmoDataProvider = gizmoDataProvider;
this._hasGizmoProvider = hasGizmoProvider;
if (this._renderSystem) {
this._renderSystem.setGizmoRegistry(gizmoDataProvider, hasGizmoProvider);
}
}
/**
* 设置选中的实体 ID编辑器模式
* Set selected entity IDs (editor mode)
*/
setSelectedEntityIds(ids: number[]): void {
if (this._renderSystem) {
this._renderSystem.setSelectedEntityIds(ids);
}
}
/**
* 设置变换工具模式(编辑器模式)
* Set transform tool mode (editor mode)
*/
setTransformMode(mode: 'select' | 'move' | 'rotate' | 'scale'): void {
if (this._renderSystem) {
this._renderSystem.setTransformMode(mode);
}
}
/**
* 获取变换工具模式
* Get transform tool mode
*/
getTransformMode(): 'select' | 'move' | 'rotate' | 'scale' {
return this._renderSystem?.getTransformMode() ?? 'select';
}
/**
* 设置 UI 画布尺寸
* Set UI canvas size
*/
setUICanvasSize(width: number, height: number): void {
if (this._renderSystem) {
this._renderSystem.setUICanvasSize(width, height);
}
}
/**
* 获取 UI 画布尺寸
* Get UI canvas size
*/
getUICanvasSize(): { width: number; height: number } {
return this._renderSystem?.getUICanvasSize() ?? { width: 0, height: 0 };
}
/**
* 设置 UI 画布边界显示
* Set UI canvas boundary visibility
*/
setShowUICanvasBoundary(show: boolean): void {
if (this._renderSystem) {
this._renderSystem.setShowUICanvasBoundary(show);
}
}
/**
* 获取 UI 画布边界显示状态
* Get UI canvas boundary visibility
*/
getShowUICanvasBoundary(): boolean {
return this._renderSystem?.getShowUICanvasBoundary() ?? true;
}
// ===== 场景快照 API =====
// ===== Scene Snapshot API =====
/**
* 保存场景快照
* Save scene snapshot
*
* 使用二进制格式提升序列化性能,并支持 EntityRef 的正确序列化。
* 使用路径稳定 ID 后,不再需要清除纹理缓存。
*
* Uses binary format for better serialization performance and supports proper
* EntityRef serialization. With path-stable IDs, no need to clear texture cache.
*
* @param options 可选配置
* @param options.useJson 是否使用 JSON 格式(用于调试),默认 false 使用二进制
*/
saveSceneSnapshot(options?: { useJson?: boolean }): boolean {
if (!this._scene) {
console.warn('[GameRuntime] Cannot save snapshot: no scene');
return false;
}
try {
// 使用路径稳定 ID 后,不再清除纹理缓存
// 组件保存的 textureId 在 Play/Stop 后仍然有效
// With path-stable IDs, no longer clear texture cache
// Component's saved textureId remains valid after Play/Stop
// 使用二进制格式提升性能(默认)或 JSON 用于调试
// Use binary format for performance (default) or JSON for debugging
const format = options?.useJson ? 'json' : 'binary';
this._sceneSnapshot = SceneSerializer.serialize(this._scene, {
format,
pretty: false,
includeMetadata: false
});
return true;
} catch (error) {
console.error('[GameRuntime] Failed to save snapshot:', error);
return false;
}
}
/**
* 恢复场景快照
* Restore scene snapshot
*
* 使用两阶段反序列化确保 EntityRef 引用正确恢复:
* 1. 创建所有实体和组件
* 2. 解析所有 EntityRef 引用
*
* 使用路径稳定 ID 后,不再需要清除纹理缓存。
* 组件保存的 textureId 在恢复后仍然有效。
*
* Uses two-phase deserialization to ensure EntityRef references are properly restored:
* 1. Create all entities and components
* 2. Resolve all EntityRef references
*
* With path-stable IDs, no need to clear texture cache.
* Component's saved textureId remains valid after restore.
*/
async restoreSceneSnapshot(): Promise<boolean> {
if (!this._scene || !this._sceneSnapshot) {
console.warn('[GameRuntime] Cannot restore: no scene or snapshot');
return false;
}
try {
// 清除 Tilemap 缓存Tilemap 使用独立的缓存机制)
// Clear Tilemap cache (Tilemap uses its own cache mechanism)
const tilemapSystem = this._systemContext?.services.get(TilemapSystemToken);
if (tilemapSystem) {
tilemapSystem.clearCache?.();
}
// 使用路径稳定 ID 后,不再清除纹理缓存
// 组件保存的 textureId 在 Play/Stop 后仍然有效
// With path-stable IDs, no longer clear texture cache
// Component's saved textureId remains valid after Play/Stop
// 反序列化场景SceneSerializer 内部使用 SerializationContext 处理 EntityRef
// Deserialize scene (SceneSerializer internally uses SerializationContext for EntityRef)
SceneSerializer.deserialize(this._scene, this._sceneSnapshot, {
strategy: 'replace',
preserveIds: true
});
this._sceneSnapshot = null;
return true;
} catch (error) {
console.error('[GameRuntime] Failed to restore snapshot:', error);
return false;
}
}
/**
* 检查是否有快照
* Check if snapshot exists
*/
hasSnapshot(): boolean {
return this._sceneSnapshot !== null;
}
/**
* 获取快照大小(用于调试)
* Get snapshot size (for debugging)
*/
getSnapshotSize(): number {
if (!this._sceneSnapshot) {
return 0;
}
if (typeof this._sceneSnapshot === 'string') {
return this._sceneSnapshot.length;
}
return this._sceneSnapshot.byteLength;
}
// ===== 多视口 API =====
// ===== Multi-viewport API =====
/**
* 注册视口
* Register viewport
*/
registerViewport(id: string, canvasId: string): void {
if (this._bridge) {
this._bridge.registerViewport(id, canvasId);
}
}
/**
* 注销视口
* Unregister viewport
*/
unregisterViewport(id: string): void {
if (this._bridge) {
this._bridge.unregisterViewport(id);
}
}
/**
* 设置活动视口
* Set active viewport
*/
setActiveViewport(id: string): boolean {
if (this._bridge) {
return this._bridge.setActiveViewport(id);
}
return false;
}
/**
* 释放资源
* Dispose resources
*/
dispose(): void {
this.stop();
this._stopRenderLoop();
if (this._assetManager) {
this._assetManager.dispose();
this._assetManager = null;
}
this._engineIntegration = null;
this._scene = null;
if (this._bridge) {
this._bridge.dispose();
this._bridge = null;
}
this._renderSystem = null;
this._inputSystem = null;
this._systemContext = null;
this._platform.dispose();
this._state.initialized = false;
}
}
/**
* 创建游戏运行时实例
* Create game runtime instance
*/
export function createGameRuntime(config: GameRuntimeConfig): GameRuntime {
return new GameRuntime(config);
}