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esengine/docs/scene-management-guide.md

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# 场景管理完整指南
场景Scene是ECS框架中管理游戏对象和系统的核心容器。框架采用融合设计既支持传统的单Scene模式向后兼容也支持高级的多World/多Scene架构。本指南将详细介绍如何有效地使用场景来构建和管理你的游戏。
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## 场景基础概念
### 什么是场景?
场景是一个完整的游戏世界容器,它包含:
- **实体集合** - 所有游戏对象
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- **系统集合** - 处理游戏逻辑的系统
- **事件系统** - 场景内的事件通信
- **查询系统** - 高效的实体查询
- **性能监控** - 场景级别的性能统计
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```typescript
import { Scene, Core } from '@esengine/ecs-framework';
// 创建场景
const gameScene = new Scene();
// 设置为当前活动场景推荐使用setScene方法
Core.setScene(gameScene);
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```
> **注意**: `Core.scene = ` 设置方式已被标记为废弃,推荐使用 `Core.setScene()` 方法。新方法提供更好的类型安全性和可预测的激活时序。
### 架构选择指南
ECS框架提供两种使用模式
#### 1. 单Scene模式默认向后兼容
```typescript
// 传统用法,无需任何修改
const scene = new Scene();
Core.setScene(scene);
```
**适用场景:**
- 简单游戏、单机游戏
- 原型开发、快速验证
- 学习ECS架构
- 不需要复杂场景管理的项目
#### 2. 多World模式高级功能
```typescript
// 启用World管理器
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
// 创建多个World每个World可包含多个Scene
const roomWorld = worldManager.createWorld('Room_001');
const battleScene = roomWorld.createScene('battle');
const uiScene = roomWorld.createScene('ui');
roomWorld.start();
roomWorld.setSceneActive('battle', true);
roomWorld.setSceneActive('ui', true);
```
**适用场景:**
- 多人游戏服务器每个房间一个World
- 复杂应用架构(需要场景隔离)
- 需要并发处理多个游戏世界
- 高级场景管理需求
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### 场景的生命周期
```typescript
class GameScene extends Scene {
// 场景开始时调用
onStart() {
console.log("场景开始");
this.initializeScene();
}
// 场景更新时调用(每帧)
update() {
super.update(); // 调用父类更新
// 自定义更新逻辑
this.updateGameLogic();
}
// 场景结束时调用
onDestroy() {
console.log("场景结束");
this.cleanup();
super.onDestroy();
}
}
```
## 基础场景操作
### 1. 创建和配置场景
```typescript
class MenuScene extends Scene {
private backgroundMusic: AudioClip;
onStart() {
this.setupUI();
this.setupSystems();
this.setupInput();
this.playBackgroundMusic();
}
private setupUI() {
// 创建菜单UI实体
const titleEntity = this.createEntity("Title");
titleEntity.addComponent(new TextComponent("我的游戏", 48));
titleEntity.addComponent(new PositionComponent(400, 100));
const startButton = this.createEntity("StartButton");
startButton.addComponent(new ButtonComponent("开始游戏"));
startButton.addComponent(new PositionComponent(400, 300));
const settingsButton = this.createEntity("SettingsButton");
settingsButton.addComponent(new ButtonComponent("设置"));
settingsButton.addComponent(new PositionComponent(400, 400));
const exitButton = this.createEntity("ExitButton");
exitButton.addComponent(new ButtonComponent("退出"));
exitButton.addComponent(new PositionComponent(400, 500));
}
private setupSystems() {
// 添加UI相关系统
this.addEntityProcessor(new UIRenderSystem());
this.addEntityProcessor(new ButtonClickSystem());
this.addEntityProcessor(new MenuTransitionSystem());
}
private setupInput() {
// 监听按钮点击事件
this.eventBus.on('button:clicked', this.onButtonClicked, this);
}
private onButtonClicked(data: { buttonName: string }) {
switch (data.buttonName) {
case "开始游戏":
this.transitionToGame();
break;
case "设置":
this.showSettings();
break;
case "退出":
this.exitGame();
break;
}
}
private transitionToGame() {
// 切换到游戏场景
const gameScene = new GameScene();
Core.setScene(gameScene);
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}
}
```
### 2. 游戏主场景
```typescript
class GameScene extends Scene {
private player: Entity;
private enemySpawner: Entity;
private ui: Entity;
onStart() {
this.setupWorld();
this.setupPlayer();
this.setupEnemies();
this.setupSystems();
this.setupUI();
}
private setupWorld() {
// 创建背景
const background = this.createEntity("Background");
background.addComponent(new SpriteComponent("background.png"));
background.addComponent(new PositionComponent(0, 0));
// 创建边界
this.createWorldBounds();
}
private setupPlayer() {
this.player = this.createEntity("Player");
this.player.addComponent(new PositionComponent(400, 300));
this.player.addComponent(new VelocityComponent());
this.player.addComponent(new HealthComponent(100));
this.player.addComponent(new SpriteComponent("player.png"));
this.player.addComponent(new PlayerInputComponent());
this.player.addComponent(new WeaponComponent());
this.player.tag = EntityTags.PLAYER;
}
private setupEnemies() {
this.enemySpawner = this.createEntity("EnemySpawner");
this.enemySpawner.addComponent(new SpawnerComponent());
this.enemySpawner.addComponent(new PositionComponent(0, 0));
}
private setupSystems() {
// 输入系统
this.addEntityProcessor(new PlayerInputSystem()).updateOrder = 0;
// 游戏逻辑系统
this.addEntityProcessor(new MovementSystem()).updateOrder = 10;
this.addEntityProcessor(new AISystem()).updateOrder = 15;
this.addEntityProcessor(new WeaponSystem()).updateOrder = 20;
this.addEntityProcessor(new CollisionSystem()).updateOrder = 30;
this.addEntityProcessor(new HealthSystem()).updateOrder = 40;
// 生成和清理系统
this.addEntityProcessor(new EnemySpawnSystem()).updateOrder = 50;
this.addEntityProcessor(new EntityCleanupSystem()).updateOrder = 60;
// 渲染系统
this.addEntityProcessor(new RenderSystem()).updateOrder = 100;
this.addEntityProcessor(new UIRenderSystem()).updateOrder = 110;
// 特效和音频系统
this.addEntityProcessor(new ParticleSystem()).updateOrder = 120;
this.addEntityProcessor(new AudioSystem()).updateOrder = 130;
}
private setupUI() {
this.ui = this.createEntity("GameUI");
this.ui.addComponent(new HealthBarComponent());
this.ui.addComponent(new ScoreDisplayComponent());
this.ui.addComponent(new AmmoDisplayComponent());
}
private createWorldBounds() {
// 创建世界边界,防止实体跑出屏幕
const bounds = [
{ x: 0, y: 0, width: 10, height: 600 }, // 左边界
{ x: 790, y: 0, width: 10, height: 600 }, // 右边界
{ x: 0, y: 0, width: 800, height: 10 }, // 上边界
{ x: 0, y: 590, width: 800, height: 10 } // 下边界
];
bounds.forEach((bound, index) => {
const wall = this.createEntity(`Wall_${index}`);
wall.addComponent(new PositionComponent(bound.x, bound.y));
wall.addComponent(new ColliderComponent(bound.width, bound.height));
wall.addComponent(new WallComponent());
wall.tag = EntityTags.WALL;
});
}
}
```
## World多场景管理
### 1. World基础使用
对于需要复杂场景管理的项目可以使用World系统
```typescript
import { Core, World, Scene, WorldManager, IGlobalSystem } from '@esengine/ecs-framework';
// 定义全局系统跨Scene的业务逻辑
class NetworkSyncSystem implements IGlobalSystem {
public readonly name = 'NetworkSyncSystem';
public initialize(): void {
console.log('网络同步系统初始化');
}
public update(): void {
// 同步所有Scene的网络状态
this.syncNetworkData();
}
public reset(): void {
// 重置网络连接
}
public destroy(): void {
console.log('网络同步系统销毁');
}
private syncNetworkData(): void {
// 网络数据同步逻辑
}
}
class PlayerManagementSystem implements IGlobalSystem {
public readonly name = 'PlayerManagementSystem';
public initialize(): void {
console.log('玩家管理系统初始化');
}
public update(): void {
// 管理跨Scene的玩家数据
this.managePlayerStates();
}
public reset(): void {
// 重置玩家状态
}
public destroy(): void {
console.log('玩家管理系统销毁');
}
private managePlayerStates(): void {
// 玩家状态管理逻辑
}
}
// 启用World管理功能
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
// 创建游戏房间World
const roomWorld = worldManager.createWorld('GameRoom_001', {
name: 'GameRoom_001',
maxScenes: 5,
autoCleanup: true,
debug: true
});
// 在World中创建多个Scene
const gameScene = roomWorld.createScene('game', new GameScene());
const uiScene = roomWorld.createScene('ui', new UIScene());
const backgroundScene = roomWorld.createScene('background', new BackgroundScene());
// 添加全局系统跨Scene的系统
roomWorld.addGlobalSystem(new NetworkSyncSystem());
roomWorld.addGlobalSystem(new PlayerManagementSystem());
// 启动World并激活Scene
roomWorld.start();
roomWorld.setSceneActive('game', true);
roomWorld.setSceneActive('ui', true);
roomWorld.setSceneActive('background', true);
```
### 2. 多房间游戏服务器示例
```typescript
// 房间管理系统
class RoomManagementSystem implements IGlobalSystem {
public readonly name = 'RoomManagementSystem';
private roomId: string;
constructor(roomId: string) {
this.roomId = roomId;
}
public initialize(): void {
console.log(`房间管理系统初始化: ${this.roomId}`);
}
public update(): void {
// 管理房间状态、玩家进出等
this.manageRoomState();
}
public reset(): void {
// 重置房间状态
}
public destroy(): void {
console.log(`房间管理系统销毁: ${this.roomId}`);
}
private manageRoomState(): void {
// 房间状态管理逻辑
}
}
// 玩家同步系统
class PlayerSyncSystem implements IGlobalSystem {
public readonly name = 'PlayerSyncSystem';
public initialize(): void {
console.log('玩家同步系统初始化');
}
public update(): void {
// 同步房间内所有玩家的状态
this.syncPlayerData();
}
public reset(): void {
// 重置同步状态
}
public destroy(): void {
console.log('玩家同步系统销毁');
}
private syncPlayerData(): void {
// 玩家数据同步逻辑
}
}
class MultiRoomGameServer {
private worldManager: WorldManager;
private rooms: Map<string, World> = new Map();
constructor() {
Core.create({ debug: false });
Core.enableWorldManager();
this.worldManager = Core.getWorldManager();
}
// 创建游戏房间
createRoom(roomId: string): World {
const roomWorld = this.worldManager.createWorld(`Room_${roomId}`, {
name: `GameRoom_${roomId}`,
maxScenes: 3,
autoCleanup: true
});
// 房间内的Scene设置
const gameScene = roomWorld.createScene('game', new ServerGameScene());
const lobbyScene = roomWorld.createScene('lobby', new LobbyScene());
// 设置房间级的全局系统
roomWorld.addGlobalSystem(new RoomManagementSystem(roomId));
roomWorld.addGlobalSystem(new PlayerSyncSystem());
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// 启动房间
roomWorld.start();
roomWorld.setSceneActive('lobby', true); // 默认激活大厅
this.rooms.set(roomId, roomWorld);
console.log(`创建房间: ${roomId}`);
return roomWorld;
}
// 开始游戏
startGame(roomId: string): boolean {
const roomWorld = this.rooms.get(roomId);
if (!roomWorld) return false;
// 停用大厅激活游戏Scene
roomWorld.setSceneActive('lobby', false);
roomWorld.setSceneActive('game', true);
console.log(`房间 ${roomId} 开始游戏`);
return true;
}
// 销毁房间
destroyRoom(roomId: string): boolean {
const roomWorld = this.rooms.get(roomId);
if (!roomWorld) return false;
roomWorld.destroy();
this.rooms.delete(roomId);
console.log(`销毁房间: ${roomId}`);
return true;
}
// 获取服务器状态
getServerStats() {
return {
totalRooms: this.rooms.size,
activeWorlds: this.worldManager.getActiveWorlds().length,
rooms: Array.from(this.rooms.keys()).map(roomId => ({
roomId,
world: this.rooms.get(roomId)?.getStatus()
}))
};
}
// 游戏循环
start(): void {
const gameLoop = () => {
const deltaTime = 1000 / 60; // 60 TPS
Core.update(deltaTime / 1000);
setTimeout(gameLoop, deltaTime);
};
gameLoop();
}
}
// 使用示例
const gameServer = new MultiRoomGameServer();
gameServer.start();
// 创建房间
const room1 = gameServer.createRoom('room_001');
const room2 = gameServer.createRoom('room_002');
// 开始游戏
setTimeout(() => {
gameServer.startGame('room_001');
}, 5000);
console.log('服务器状态:', gameServer.getServerStats());
```
### 3. 客户端多Scene管理示例
```typescript
class GameClient {
private worldManager: WorldManager;
private mainWorld: World;
constructor() {
Core.create({ debug: true });
Core.enableWorldManager();
this.worldManager = Core.getWorldManager();
this.setupGameWorld();
}
private setupGameWorld(): void {
// 创建主游戏世界
this.mainWorld = this.worldManager.createWorld('MainWorld', {
name: 'ClientWorld',
maxScenes: 10,
autoCleanup: false // 客户端通常不需要自动清理
});
// 创建不同层级的Scene
this.createGameplayScenes();
this.createUIScenes();
this.createEffectScenes();
// 启动世界
this.mainWorld.start();
this.activateDefaultScenes();
}
private createGameplayScenes(): void {
// 游戏主场景
const gameScene = this.mainWorld.createScene('gameplay', new GameplayScene());
// 背景场景
const backgroundScene = this.mainWorld.createScene('background', new BackgroundScene());
// 特效场景
const effectsScene = this.mainWorld.createScene('effects', new EffectsScene());
}
private createUIScenes(): void {
// 主UI场景
const mainUIScene = this.mainWorld.createScene('mainUI', new MainUIScene());
// 菜单场景
const menuScene = this.mainWorld.createScene('menu', new MenuScene());
// 设置场景
const settingsScene = this.mainWorld.createScene('settings', new SettingsScene());
}
private createEffectScenes(): void {
// 粒子效果场景
const particleScene = this.mainWorld.createScene('particles', new ParticleScene());
// 音效场景
const audioScene = this.mainWorld.createScene('audio', new AudioScene());
}
private activateDefaultScenes(): void {
// 激活基础Scene
this.mainWorld.setSceneActive('background', true);
this.mainWorld.setSceneActive('gameplay', true);
this.mainWorld.setSceneActive('mainUI', true);
this.mainWorld.setSceneActive('particles', true);
this.mainWorld.setSceneActive('audio', true);
// 菜单和设置默认不激活
this.mainWorld.setSceneActive('menu', false);
this.mainWorld.setSceneActive('settings', false);
}
// 切换到菜单
showMenu(): void {
this.mainWorld.setSceneActive('gameplay', false);
this.mainWorld.setSceneActive('menu', true);
}
// 切换回游戏
hideMenu(): void {
this.mainWorld.setSceneActive('menu', false);
this.mainWorld.setSceneActive('gameplay', true);
}
// 显示设置
showSettings(): void {
this.mainWorld.setSceneActive('settings', true);
}
// 隐藏设置
hideSettings(): void {
this.mainWorld.setSceneActive('settings', false);
}
// 获取World状态
getWorldStatus() {
return this.mainWorld.getStatus();
}
}
// 使用示例
const gameClient = new GameClient();
// 显示菜单
gameClient.showMenu();
// 5秒后返回游戏
setTimeout(() => {
gameClient.hideMenu();
}, 5000);
console.log('客户端World状态:', gameClient.getWorldStatus());
```
## 传统场景切换和管理
### 1. 单Scene模式场景管理器
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> **注意:** 以下的 SceneManager、TransitionManager 等是自定义的场景管理类示例不是ECS框架提供的内置API。你可以基于这些示例实现自己的场景管理系统。
```typescript
enum SceneType {
MENU = "menu",
GAME = "game",
PAUSE = "pause",
GAME_OVER = "game_over",
SETTINGS = "settings"
}
// 自定义场景管理器(示例实现)
class SceneManager {
private static instance: SceneManager;
private currentScene: Scene | null = null;
private previousScene: Scene | null = null;
private sceneHistory: Scene[] = [];
static getInstance(): SceneManager {
if (!this.instance) {
this.instance = new SceneManager();
}
return this.instance;
}
switchToScene(sceneType: SceneType, data?: any) {
// 保存当前场景到历史
if (this.currentScene) {
this.previousScene = this.currentScene;
this.sceneHistory.push(this.currentScene);
this.currentScene.onDestroy();
}
// 创建新场景
this.currentScene = this.createScene(sceneType, data);
Core.setScene(this.currentScene);
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console.log(`切换到场景: ${sceneType}`);
}
goBack(): boolean {
if (this.sceneHistory.length > 0) {
const previousScene = this.sceneHistory.pop()!;
if (this.currentScene) {
this.currentScene.onDestroy();
}
this.currentScene = previousScene;
Core.setScene(this.currentScene);
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return true;
}
return false;
}
pushScene(sceneType: SceneType, data?: any) {
// 暂停当前场景,不销毁
if (this.currentScene) {
this.previousScene = this.currentScene;
this.sceneHistory.push(this.currentScene);
this.pauseScene(this.currentScene);
}
this.currentScene = this.createScene(sceneType, data);
Core.setScene(this.currentScene);
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}
popScene() {
if (this.sceneHistory.length > 0) {
if (this.currentScene) {
this.currentScene.onDestroy();
}
this.currentScene = this.sceneHistory.pop()!;
this.resumeScene(this.currentScene);
Core.setScene(this.currentScene);
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}
}
private createScene(sceneType: SceneType, data?: any): Scene {
switch (sceneType) {
case SceneType.MENU:
return new MenuScene();
case SceneType.GAME:
return new GameScene(data);
case SceneType.PAUSE:
return new PauseScene();
case SceneType.GAME_OVER:
return new GameOverScene(data);
case SceneType.SETTINGS:
return new SettingsScene();
default:
throw new Error(`Unknown scene type: ${sceneType}`);
}
}
private pauseScene(scene: Scene) {
// 暂停场景的所有系统
scene.systems.forEach(system => {
system.enabled = false;
});
}
private resumeScene(scene: Scene) {
// 恢复场景的所有系统
scene.systems.forEach(system => {
system.enabled = true;
});
}
}
// 使用场景管理器
const sceneManager = SceneManager.getInstance();
// 切换场景
sceneManager.switchToScene(SceneType.MENU);
// 推入场景(用于暂停菜单等)
sceneManager.pushScene(SceneType.PAUSE);
// 弹出场景(返回游戏)
sceneManager.popScene();
```
### 2. 场景转场效果
```typescript
class TransitionManager {
private isTransitioning: boolean = false;
async fadeTransition(fromScene: Scene, toScene: Scene, duration: number = 1.0) {
if (this.isTransitioning) return;
this.isTransitioning = true;
// 创建转场覆盖层
const overlay = this.createFadeOverlay();
// 淡出当前场景
await this.fadeOut(overlay, duration / 2);
// 切换场景
fromScene.onDestroy();
Core.setScene(toScene);
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// 淡入新场景
await this.fadeIn(overlay, duration / 2);
// 清理覆盖层
overlay.destroy();
this.isTransitioning = false;
}
async slideTransition(fromScene: Scene, toScene: Scene, direction: 'left' | 'right' | 'up' | 'down') {
if (this.isTransitioning) return;
this.isTransitioning = true;
// 实现滑动转场效果
const slideDistance = this.getSlideDistance(direction);
// 移动当前场景
await this.slideScene(fromScene, slideDistance);
// 切换场景
fromScene.onDestroy();
Core.setScene(toScene);
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// 从相反方向滑入新场景
await this.slideScene(toScene, -slideDistance);
this.isTransitioning = false;
}
private createFadeOverlay(): Entity {
const overlay = Core.scene.createEntity("TransitionOverlay");
overlay.addComponent(new SpriteComponent("black_pixel.png"));
overlay.addComponent(new PositionComponent(0, 0));
const sprite = overlay.getComponent(SpriteComponent);
sprite.width = 800;
sprite.height = 600;
sprite.alpha = 0;
return overlay;
}
}
```
## 场景数据管理
### 1. 场景间数据传递
```typescript
interface GameData {
score: number;
level: number;
playerName: string;
difficulty: string;
}
class GameScene extends Scene {
private gameData: GameData;
constructor(data?: GameData) {
super();
this.gameData = data || {
score: 0,
level: 1,
playerName: "Player",
difficulty: "normal"
};
}
onStart() {
super.onStart();
// 根据传入数据配置场景
this.setupPlayerWithData();
this.setupLevelWithDifficulty();
}
private setupPlayerWithData() {
const player = this.createEntity("Player");
player.addComponent(new NameComponent(this.gameData.playerName));
player.addComponent(new ScoreComponent(this.gameData.score));
// ... 其他组件
}
private setupLevelWithDifficulty() {
const difficultySettings = {
easy: { enemySpawnRate: 2.0, enemyHealth: 50 },
normal: { enemySpawnRate: 1.5, enemyHealth: 75 },
hard: { enemySpawnRate: 1.0, enemyHealth: 100 }
};
const settings = difficultySettings[this.gameData.difficulty];
const spawner = this.createEntity("EnemySpawner");
const spawnerComp = new SpawnerComponent();
spawnerComp.spawnInterval = settings.enemySpawnRate;
spawnerComp.enemyHealth = settings.enemyHealth;
spawner.addComponent(spawnerComp);
}
// 游戏结束时传递数据到下一个场景
gameOver() {
const finalScore = this.getPlayerScore();
const sceneManager = SceneManager.getInstance();
sceneManager.switchToScene(SceneType.GAME_OVER, {
score: finalScore,
level: this.gameData.level,
playerName: this.gameData.playerName
});
}
}
class GameOverScene extends Scene {
constructor(private gameData: GameData) {
super();
}
onStart() {
this.displayResults();
this.setupRestartButton();
}
private displayResults() {
const scoreText = this.createEntity("ScoreText");
scoreText.addComponent(new TextComponent(`最终分数: ${this.gameData.score}`));
scoreText.addComponent(new PositionComponent(400, 200));
const levelText = this.createEntity("LevelText");
levelText.addComponent(new TextComponent(`到达关卡: ${this.gameData.level}`));
levelText.addComponent(new PositionComponent(400, 250));
}
}
```
### 2. 持久化数据管理
```typescript
class SaveManager {
private static SAVE_KEY = "game_save_data";
static saveScene(scene: Scene): void {
const saveData = {
playerData: this.extractPlayerData(scene),
sceneState: this.extractSceneState(scene),
timestamp: Date.now()
};
localStorage.setItem(this.SAVE_KEY, JSON.stringify(saveData));
console.log("游戏已保存");
}
static loadScene(): Scene | null {
const saveDataStr = localStorage.getItem(this.SAVE_KEY);
if (!saveDataStr) return null;
try {
const saveData = JSON.parse(saveDataStr);
return this.recreateScene(saveData);
} catch (error) {
console.error("读取存档失败:", error);
return null;
}
}
private static extractPlayerData(scene: Scene): any {
const player = scene.findEntitiesWithTag(EntityTags.PLAYER)[0];
if (!player) return null;
return {
position: player.getComponent(PositionComponent),
health: player.getComponent(HealthComponent),
inventory: player.getComponent(InventoryComponent)?.getItems(),
score: player.getComponent(ScoreComponent)?.score
};
}
private static extractSceneState(scene: Scene): any {
return {
enemies: this.extractEnemiesData(scene),
items: this.extractItemsData(scene),
level: this.getCurrentLevel(scene)
};
}
private static recreateScene(saveData: any): Scene {
const scene = new GameScene();
// 重建玩家
this.recreatePlayer(scene, saveData.playerData);
// 重建场景状态
this.recreateSceneState(scene, saveData.sceneState);
return scene;
}
}
// 自动保存系统
class AutoSaveSystem extends IntervalSystem {
constructor() {
super(30.0); // 每30秒自动保存
}
processSystem() {
SaveManager.saveScene(this.scene);
}
}
```
## 场景性能优化
### 1. 实体管理优化
```typescript
class OptimizedScene extends Scene {
private activeEntities: Set<Entity> = new Set();
private inactiveEntities: Set<Entity> = new Set();
createEntity(name?: string): Entity {
const entity = super.createEntity(name);
this.activeEntities.add(entity);
return entity;
}
destroyEntity(entity: Entity) {
this.activeEntities.delete(entity);
super.destroyEntity(entity);
}
// 暂时禁用实体而不销毁
deactivateEntity(entity: Entity) {
if (this.activeEntities.has(entity)) {
this.activeEntities.delete(entity);
this.inactiveEntities.add(entity);
entity.enabled = false;
}
}
// 重新激活实体
activateEntity(entity: Entity) {
if (this.inactiveEntities.has(entity)) {
this.inactiveEntities.delete(entity);
this.activeEntities.add(entity);
entity.enabled = true;
}
}
// 只更新活跃实体
update() {
for (const entity of this.activeEntities) {
if (entity.enabled) {
entity.update();
}
}
this.updateEntitySystems();
}
// 批量操作
deactivateAllEnemies() {
const enemies = this.findEntitiesWithTag(EntityTags.ENEMY);
enemies.forEach(enemy => this.deactivateEntity(enemy));
}
activateAllEnemies() {
const enemies = Array.from(this.inactiveEntities)
.filter(entity => entity.hasTag(EntityTags.ENEMY));
enemies.forEach(enemy => this.activateEntity(enemy));
}
}
```
### 2. 系统性能监控
```typescript
class PerformanceMonitoredScene extends Scene {
private systemPerformance: Map<string, number[]> = new Map();
addEntityProcessor<T extends EntitySystem>(system: T): T {
const wrappedSystem = this.wrapSystemWithMonitoring(system);
return super.addEntityProcessor(wrappedSystem);
}
private wrapSystemWithMonitoring<T extends EntitySystem>(system: T): T {
const originalUpdate = system.update.bind(system);
const systemName = system.constructor.name;
system.update = () => {
const startTime = performance.now();
originalUpdate();
const endTime = performance.now();
this.recordSystemPerformance(systemName, endTime - startTime);
};
return system;
}
private recordSystemPerformance(systemName: string, duration: number) {
if (!this.systemPerformance.has(systemName)) {
this.systemPerformance.set(systemName, []);
}
const records = this.systemPerformance.get(systemName)!;
records.push(duration);
// 只保留最近100次记录
if (records.length > 100) {
records.shift();
}
}
getPerformanceReport(): any {
const report = {};
this.systemPerformance.forEach((durations, systemName) => {
const avgDuration = durations.reduce((a, b) => a + b, 0) / durations.length;
const maxDuration = Math.max(...durations);
const minDuration = Math.min(...durations);
report[systemName] = {
average: avgDuration.toFixed(2) + 'ms',
max: maxDuration.toFixed(2) + 'ms',
min: minDuration.toFixed(2) + 'ms',
samples: durations.length
};
});
return report;
}
// 定期输出性能报告
private performanceReportTimer() {
Core.schedule(5.0, true, this, () => {
console.table(this.getPerformanceReport());
});
}
}
```
## 常见问题和最佳实践
### Q: 何时创建新场景?
A:
- 游戏的不同阶段(菜单、游戏、设置)
- 不同的关卡
- 需要完全不同系统配置的情况
- 需要清理大量实体时
### Q: 场景切换时如何保持数据?
A:
1. 使用场景构造函数传递数据
2. 使用全局数据管理器
3. 使用本地存储进行持久化
### Q: 如何优化场景性能?
A:
1. 合理使用实体的启用/禁用
2. 监控系统性能
3. 批量操作实体
4. 使用对象池减少垃圾回收
### Q: 多个场景可以同时存在吗?
A:
- **单Scene模式**:框架同时只支持一个活跃场景,但可以通过场景栈实现多场景管理(如暂停菜单)
- **多World模式**每个World可以包含多个同时激活的Scene支持复杂的多场景架构
### Q: 什么时候使用World系统
A:
- 多人游戏服务器(每个房间独立管理)
- 需要并发运行多个独立游戏世界
- 复杂的客户端架构游戏层、UI层、特效层分离
- 需要跨Scene的全局系统支持
### Q: World和Scene的性能影响
A:
- **单Scene模式**:最佳性能,适合简单项目
- **多World模式**每个World独立更新合理使用不会显著影响性能
- **建议**:根据项目复杂度选择合适的架构
### Q: 如何从单Scene迁移到多World
A:
```typescript
// 原始单Scene代码
const scene = new Scene();
Core.setScene(scene);
// 迁移到World模式可选
Core.enableWorldManager();
const world = Core.getWorldManager().createWorld('MainWorld');
const scene = world.createScene('main', new Scene());
world.start();
world.setSceneActive('main', true);
```
### Q: World系统的最佳实践
A:
1. **服务器端**每个游戏房间使用独立World
2. **客户端**按功能层级划分Scene游戏、UI、特效
3. **全局系统**将跨Scene的逻辑放在World的全局System中
4. **资源管理**使用World的autoCleanup功能自动清理空闲资源
2025-06-10 13:12:14 +08:00
通过合理选择单Scene或多World架构你可以构建出结构清晰、性能优良的游戏架构