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esengine/packages/framework/blueprint/src/runtime/BlueprintSystem.ts

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/**
* @zh - BlueprintComponent
* @en Blueprint System - Processes all entities with BlueprintComponent
*/
import { EntitySystem, Matcher, ECSSystem, type Entity, Time } from '@esengine/ecs-framework';
import { BlueprintComponent } from './BlueprintComponent';
import { registerAllComponentNodes } from '../registry';
/**
* @zh
* @en Blueprint execution system
*
* @zh BlueprintComponent
* @en Automatically processes all entities with BlueprintComponent, manages blueprint initialization, execution and cleanup
*
* @example
* ```typescript
* import { BlueprintSystem } from '@esengine/blueprint';
*
* // 添加到场景
* scene.addSystem(new BlueprintSystem());
*
* // 为实体添加蓝图
* const entity = scene.createEntity('Player');
* const blueprint = new BlueprintComponent();
* blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
* entity.addComponent(blueprint);
* ```
*/
@ECSSystem('BlueprintSystem')
export class BlueprintSystem extends EntitySystem {
private _componentsRegistered = false;
constructor() {
super(Matcher.all(BlueprintComponent));
}
/**
* @zh
* @en Register all component nodes when system initializes
*/
protected override onInitialize(): void {
if (!this._componentsRegistered) {
registerAllComponentNodes();
this._componentsRegistered = true;
}
}
/**
* @zh
* @en Process all entities with blueprint components
*/
protected override process(entities: readonly Entity[]): void {
const dt = Time.deltaTime;
for (const entity of entities) {
const blueprint = entity.getComponent(BlueprintComponent);
if (!blueprint?.blueprintAsset) continue;
// 初始化 VM
if (!blueprint.vm) {
blueprint.initialize(entity, this.scene!);
}
// 自动启动
if (blueprint.autoStart && !blueprint.isStarted) {
blueprint.start();
}
// 每帧更新
blueprint.tick(dt);
}
}
/**
* @zh
* @en Cleanup blueprint resources when entity is removed
*/
protected override onRemoved(entity: Entity): void {
const blueprint = entity.getComponent(BlueprintComponent);
if (blueprint) {
blueprint.cleanup();
}
}
}