问题修复: 1. RuntimeSceneManager 在 Stop 后失效 - 根因:SceneLoadTriggerSystem 闭包缓存了 sceneManager 引用 - 修复:每次点击时动态从 Core.services 获取服务 2. Play 期间创建的动态实体(如 ClickFx 粒子)Stop 后残留 - 根因:EntityList.removeAllEntities() 只清空 _entitiesToAdd 队列但没有销毁实体 - 修复:先销毁待添加队列中的实体再清空 3. 场景切换后动态实体残留 - 根因:editorSceneLoader 中 saveSceneSnapshot() 覆盖了初始快照 - 修复:移除该调用,保持 Play 开始时的快照不被覆盖 架构改进: - RuntimeSceneManager 新增 reset() 方法,区分会话重置和完全销毁 - Viewport 复用 RuntimeSceneManager 实例而非每次创建 - IRuntimeSceneManager 接口补充 setSceneLoader/setBaseUrl 方法
450 lines
13 KiB
TypeScript
450 lines
13 KiB
TypeScript
/**
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* 运行时场景管理器
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* Runtime Scene Manager
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*
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* 提供场景加载和切换 API,供用户脚本使用。
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* Provides scene loading and transition API for user scripts.
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*
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* 生命周期设计 | Lifecycle Design:
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* - reset(): 清理会话状态,保留核心功能(用于 Play/Stop 切换)
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* - dispose(): 完全销毁,释放所有资源(用于编辑器关闭)
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*
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* @example
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* ```typescript
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* // 在用户脚本中获取场景管理器
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* // Get scene manager in user script
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* const sceneManager = services.get(RuntimeSceneManagerToken);
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*
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* // 加载场景(按名称)
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* // Load scene by name
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* await sceneManager.loadScene('GameScene');
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*
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* // 加载场景(按路径)
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* // Load scene by path
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* await sceneManager.loadSceneByPath('./scenes/Level1.ecs');
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* ```
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*/
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import { createServiceToken } from '@esengine/ecs-framework';
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/**
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* 场景信息
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* Scene info
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*/
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export interface SceneInfo {
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/** 场景名称 | Scene name */
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name: string;
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/** 场景路径(相对于构建输出目录)| Scene path (relative to build output) */
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path: string;
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}
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/**
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* 场景加载选项
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* Scene load options
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*/
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export interface SceneLoadOptions {
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/**
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* 是否显示加载界面
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* Whether to show loading screen
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*/
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showLoading?: boolean;
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/**
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* 过渡效果类型
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* Transition effect type
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*/
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transition?: 'none' | 'fade' | 'slide';
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/**
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* 过渡持续时间(毫秒)
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* Transition duration in milliseconds
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*/
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transitionDuration?: number;
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}
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/**
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* 场景加载器函数类型
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* Scene loader function type
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*/
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export type SceneLoader = (url: string) => Promise<void>;
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/**
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* 运行时场景管理器接口
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* Runtime Scene Manager Interface
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*
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* 生命周期方法 | Lifecycle Methods:
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* - reset(): 重置会话状态(Play/Stop 切换时调用)
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* - dispose(): 完全销毁(编辑器关闭时调用)
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*/
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export interface IRuntimeSceneManager {
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/**
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* 获取当前场景名称
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* Get current scene name
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*/
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readonly currentSceneName: string | null;
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/**
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* 获取可用场景列表
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* Get available scene list
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*/
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readonly availableScenes: readonly SceneInfo[];
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/**
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* 是否正在加载场景
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* Whether a scene is currently loading
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*/
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readonly isLoading: boolean;
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/**
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* 注册可用场景
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* Register available scenes
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*/
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registerScenes(scenes: SceneInfo[]): void;
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/**
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* 按名称加载场景
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* Load scene by name
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*/
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loadScene(sceneName: string, options?: SceneLoadOptions): Promise<void>;
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/**
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* 按路径加载场景
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* Load scene by path
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*/
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loadSceneByPath(path: string, options?: SceneLoadOptions): Promise<void>;
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/**
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* 重新加载当前场景
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* Reload current scene
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*/
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reloadCurrentScene(options?: SceneLoadOptions): Promise<void>;
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/**
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* 添加场景加载开始监听器
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* Add scene load start listener
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*/
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onLoadStart(callback: (sceneName: string) => void): () => void;
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/**
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* 添加场景加载完成监听器
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* Add scene load complete listener
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*/
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onLoadComplete(callback: (sceneName: string) => void): () => void;
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/**
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* 添加场景加载错误监听器
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* Add scene load error listener
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*/
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onLoadError(callback: (error: Error, sceneName: string) => void): () => void;
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/**
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* 设置场景加载器
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* Set scene loader
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*
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* 用于更新场景加载函数(如 Play 模式切换时)。
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* Used to update scene loader function (e.g., during Play mode transitions).
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*/
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setSceneLoader(loader: SceneLoader): void;
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/**
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* 设置基础 URL
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* Set base URL
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*/
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setBaseUrl(baseUrl: string): void;
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/**
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* 重置会话状态
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* Reset session state
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*
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* 清理监听器和当前场景状态,但保留 sceneLoader。
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* 用于 Play/Stop 切换时调用。
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*
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* Clears listeners and current scene state, but keeps sceneLoader.
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* Called during Play/Stop transitions.
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*/
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reset(): void;
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/**
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* 完全释放资源
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* Dispose all resources
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*
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* 销毁实例,清理所有资源。
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* 仅在编辑器关闭时调用。
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*
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* Destroys the instance, cleans up all resources.
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* Only called when editor closes.
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*/
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dispose(): void;
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}
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/**
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* 运行时场景管理器服务令牌
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* Runtime Scene Manager Service Token
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*/
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export const RuntimeSceneManagerToken = createServiceToken<IRuntimeSceneManager>('runtimeSceneManager');
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/**
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* 运行时场景管理器实现
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* Runtime Scene Manager Implementation
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*
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* 实现 IService 接口以兼容 ServiceContainer。
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* Implements IService for ServiceContainer compatibility.
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*/
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export class RuntimeSceneManager implements IRuntimeSceneManager {
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private _scenes = new Map<string, SceneInfo>();
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private _currentSceneName: string | null = null;
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private _currentScenePath: string | null = null;
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private _isLoading = false;
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private _sceneLoader: SceneLoader | null = null;
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private _baseUrl: string;
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private _disposed = false;
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// 事件监听器 | Event listeners
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private _loadStartListeners = new Set<(sceneName: string) => void>();
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private _loadCompleteListeners = new Set<(sceneName: string) => void>();
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private _loadErrorListeners = new Set<(error: Error, sceneName: string) => void>();
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/**
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* 创建运行时场景管理器
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* Create runtime scene manager
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*
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* @param sceneLoader 场景加载函数 | Scene loader function
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* @param baseUrl 场景文件基础 URL | Scene files base URL
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*/
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constructor(sceneLoader: SceneLoader, baseUrl: string = './scenes') {
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this._sceneLoader = sceneLoader;
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this._baseUrl = baseUrl;
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}
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get currentSceneName(): string | null {
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return this._currentSceneName;
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}
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get availableScenes(): readonly SceneInfo[] {
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return Array.from(this._scenes.values());
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}
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get isLoading(): boolean {
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return this._isLoading;
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}
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/**
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* 设置场景加载器
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* Set scene loader
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*/
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setSceneLoader(loader: SceneLoader): void {
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this._sceneLoader = loader;
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}
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/**
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* 设置基础 URL
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* Set base URL
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*/
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setBaseUrl(baseUrl: string): void {
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this._baseUrl = baseUrl;
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}
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registerScenes(scenes: SceneInfo[]): void {
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for (const scene of scenes) {
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this._scenes.set(scene.name, scene);
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}
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}
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/**
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* 从目录或配置自动发现场景
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* Auto-discover scenes from catalog or config
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*/
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registerScenesFromCatalog(
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catalog: { scenes?: Array<{ name: string; path: string }> }
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): void {
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if (catalog.scenes) {
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this.registerScenes(catalog.scenes);
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}
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}
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async loadScene(sceneName: string, options?: SceneLoadOptions): Promise<void> {
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const sceneInfo = this._scenes.get(sceneName);
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if (!sceneInfo) {
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// 尝试使用场景名作为路径
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// Try using scene name as path
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const guessedPath = `${this._baseUrl}/${sceneName}.ecs`;
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return this.loadSceneByPath(guessedPath, options);
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}
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return this.loadSceneByPath(sceneInfo.path, options);
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}
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async loadSceneByPath(path: string, options?: SceneLoadOptions): Promise<void> {
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if (!this._sceneLoader) {
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throw new Error('[RuntimeSceneManager] Scene loader not set');
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}
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if (this._isLoading) {
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console.warn('[RuntimeSceneManager] Scene is already loading, ignoring request');
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return;
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}
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// 构建完整 URL | Build full URL
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// Check if path is already absolute (http, relative ./, Unix /, or Windows drive letter)
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// 检查路径是否已经是绝对路径(http、相对 ./、Unix /、或 Windows 驱动器号)
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let fullPath = path;
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const isAbsolutePath = path.startsWith('http') ||
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path.startsWith('./') ||
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path.startsWith('/') ||
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(path.length > 1 && path[1] === ':'); // Windows absolute path like C:\ or F:\
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if (!isAbsolutePath) {
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fullPath = `${this._baseUrl}/${path}`;
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}
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// 提取场景名称 | Extract scene name
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const sceneName = this._extractSceneName(path);
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this._isLoading = true;
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this._notifyLoadStart(sceneName);
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try {
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// TODO: 实现过渡效果 | TODO: Implement transition effects
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// if (options?.transition && options.transition !== 'none') {
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// await this._startTransition(options.transition, options.transitionDuration);
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// }
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await this._sceneLoader(fullPath);
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this._currentSceneName = sceneName;
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this._currentScenePath = fullPath;
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this._isLoading = false;
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this._notifyLoadComplete(sceneName);
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console.log(`[RuntimeSceneManager] Scene loaded: ${sceneName}`);
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} catch (error) {
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this._isLoading = false;
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const err = error instanceof Error ? error : new Error(String(error));
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this._notifyLoadError(err, sceneName);
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throw err;
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}
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}
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async reloadCurrentScene(options?: SceneLoadOptions): Promise<void> {
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if (!this._currentScenePath) {
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throw new Error('[RuntimeSceneManager] No current scene to reload');
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}
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return this.loadSceneByPath(this._currentScenePath, options);
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}
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onLoadStart(callback: (sceneName: string) => void): () => void {
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this._loadStartListeners.add(callback);
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return () => this._loadStartListeners.delete(callback);
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}
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onLoadComplete(callback: (sceneName: string) => void): () => void {
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this._loadCompleteListeners.add(callback);
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return () => this._loadCompleteListeners.delete(callback);
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}
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onLoadError(callback: (error: Error, sceneName: string) => void): () => void {
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this._loadErrorListeners.add(callback);
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return () => this._loadErrorListeners.delete(callback);
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}
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/**
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* 检查场景是否已注册
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* Check if scene is registered
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*/
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hasScene(sceneName: string): boolean {
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return this._scenes.has(sceneName);
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}
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/**
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* 获取场景路径
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* Get scene path
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*/
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getScenePath(sceneName: string): string | null {
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return this._scenes.get(sceneName)?.path ?? null;
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}
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// ==================== 私有方法 | Private Methods ====================
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private _extractSceneName(path: string): string {
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// 从路径中提取场景名称 | Extract scene name from path
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// ./scenes/Level1.ecs -> Level1
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// scenes/GameScene.ecs -> GameScene
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const fileName = path.split('/').pop() || path;
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return fileName.replace(/\.ecs$/, '');
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}
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private _notifyLoadStart(sceneName: string): void {
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for (const listener of this._loadStartListeners) {
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try {
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listener(sceneName);
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} catch (e) {
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console.error('[RuntimeSceneManager] Error in load start listener:', e);
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}
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}
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}
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private _notifyLoadComplete(sceneName: string): void {
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for (const listener of this._loadCompleteListeners) {
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try {
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listener(sceneName);
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} catch (e) {
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console.error('[RuntimeSceneManager] Error in load complete listener:', e);
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}
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}
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}
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private _notifyLoadError(error: Error, sceneName: string): void {
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for (const listener of this._loadErrorListeners) {
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try {
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listener(error, sceneName);
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} catch (e) {
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console.error('[RuntimeSceneManager] Error in load error listener:', e);
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}
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}
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}
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// ==================== 生命周期方法 | Lifecycle Methods ====================
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/**
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* 重置会话状态
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* Reset session state
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*
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* 清理监听器和当前场景状态,但保留 sceneLoader 和 baseUrl。
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* 用于 Play/Stop 切换时调用,允许实例复用。
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*
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* Clears listeners and current scene state, but keeps sceneLoader and baseUrl.
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* Called during Play/Stop transitions, allows instance reuse.
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*/
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reset(): void {
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this._loadStartListeners.clear();
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this._loadCompleteListeners.clear();
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this._loadErrorListeners.clear();
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this._scenes.clear();
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this._currentSceneName = null;
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this._currentScenePath = null;
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this._isLoading = false;
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// 注意:保留 _sceneLoader 和 _baseUrl
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// Note: Keep _sceneLoader and _baseUrl
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}
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/**
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* 完全释放资源
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* Dispose all resources
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*
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* 销毁实例,清理所有资源包括 sceneLoader。
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* 仅在编辑器完全关闭时调用。
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*
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* Destroys the instance, cleans up all resources including sceneLoader.
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* Only called when editor completely closes.
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*/
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dispose(): void {
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if (this._disposed) return;
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this.reset();
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this._sceneLoader = null;
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this._disposed = true;
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}
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}
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