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# ECS Framework
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[](https://badge.fury.io/js/%40esengine%2Fecs-framework)
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[](https://opensource.org/licenses/MIT)
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2025-06-10 13:12:14 +08:00
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TypeScript ECS (Entity-Component-System) 框架,专为游戏开发设计。
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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> 🤔 **什么是 ECS?** 不熟悉 ECS 架构?建议先阅读 [ECS 架构基础](docs/concepts-explained.md#ecs-架构基础) 了解核心概念
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2025-06-10 13:12:14 +08:00
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## 特性
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- 🔧 **完整的 TypeScript 支持** - 强类型检查和代码提示
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- 📡 **[类型安全事件系统](docs/concepts-explained.md#事件系统)** - 事件装饰器和异步事件处理
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- 🔍 **[查询系统](docs/concepts-explained.md#实体管理)** - 流式 API 和智能缓存
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- ⚡ **[性能优化](docs/concepts-explained.md#性能优化技术)** - 组件索引、Archetype 系统、脏标记
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- 🎯 **[实体管理器](docs/concepts-explained.md#实体管理)** - 统一的实体生命周期管理
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- 🧰 **调试工具** - 内置性能监控和调试信息
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> 📖 **不熟悉这些概念?** 查看我们的 [技术概念详解](docs/concepts-explained.md) 了解它们的作用和应用场景
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## 安装
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```bash
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npm install @esengine/ecs-framework
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```
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## 快速开始
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### 基础设置
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```typescript
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import { Core, Scene, Entity, Component, EntitySystem } from '@esengine/ecs-framework';
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// 创建核心实例
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const core = Core.create(true); // 调试模式
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// 创建场景
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const scene = new Scene();
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Core.scene = scene;
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```
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### 定义组件
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```typescript
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class PositionComponent extends Component {
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constructor(public x: number = 0, public y: number = 0) {
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super();
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}
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}
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class VelocityComponent extends Component {
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constructor(public dx: number = 0, public dy: number = 0) {
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super();
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}
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}
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class HealthComponent extends Component {
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constructor(
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public maxHealth: number = 100,
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public currentHealth: number = 100
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) {
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super();
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}
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}
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```
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### 创建实体
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```typescript
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// 基础实体创建
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const player = scene.createEntity("Player");
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player.addComponent(new PositionComponent(100, 100));
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player.addComponent(new VelocityComponent(5, 0));
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player.addComponent(new HealthComponent(100, 100));
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// 批量创建实体
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const enemies = scene.createEntities(50, "Enemy");
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```
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### 创建系统
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```typescript
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class MovementSystem extends EntitySystem {
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constructor() {
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super();
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}
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public process(entities: Entity[]) {
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for (const entity of entities) {
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const position = entity.getComponent(PositionComponent);
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const velocity = entity.getComponent(VelocityComponent);
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if (position && velocity) {
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position.x += velocity.dx;
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position.y += velocity.dy;
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}
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}
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}
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}
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// 添加系统到场景
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scene.addEntityProcessor(new MovementSystem());
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```
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### 游戏循环
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2025-06-12 09:42:35 +08:00
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ECS框架需要在游戏引擎的更新循环中调用:
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```typescript
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// 统一的API:传入deltaTime
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Core.update(deltaTime);
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```
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2025-06-12 09:47:25 +08:00
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**不同平台的集成示例:**
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```typescript
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// Laya引擎
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Laya.timer.frameLoop(1, this, () => {
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const deltaTime = Laya.timer.delta / 1000; // 转换为秒
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Core.update(deltaTime);
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});
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// Cocos Creator
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update(deltaTime: number) {
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Core.update(deltaTime);
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}
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// 原生浏览器环境
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let lastTime = 0;
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function gameLoop(currentTime: number) {
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const deltaTime = lastTime > 0 ? (currentTime - lastTime) / 1000 : 0.016;
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lastTime = currentTime;
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Core.update(deltaTime);
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requestAnimationFrame(gameLoop);
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}
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requestAnimationFrame(gameLoop);
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```
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## 实体管理器
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EntityManager 提供了统一的实体管理接口:
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```typescript
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import { EntityManager } from '@esengine/ecs-framework';
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const entityManager = new EntityManager();
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// 流式查询 API
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const results = entityManager
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.query()
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.withAll(PositionComponent, VelocityComponent)
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.withNone(HealthComponent)
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.withTag(1)
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.execute();
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// 批量操作(使用Scene的方法)
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const bullets = scene.createEntities(100, "bullet");
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// 按标签查询
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const enemies = entityManager.getEntitiesByTag(2);
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```
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## 事件系统
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### [基础事件](docs/concepts-explained.md#类型安全事件)
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类型安全的事件系统,编译时检查事件名和数据类型。
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```typescript
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import { EventBus, ECSEventType } from '@esengine/ecs-framework';
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const eventBus = entityManager.eventBus;
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// 监听预定义事件
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eventBus.onEntityCreated((data) => {
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console.log(`实体创建: ${data.entityName}`);
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});
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eventBus.onComponentAdded((data) => {
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console.log(`组件添加: ${data.componentType}`);
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});
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// 自定义事件
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eventBus.emit('player:death', { playerId: 123, reason: 'fall' });
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```
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### [事件装饰器](docs/concepts-explained.md#事件装饰器)
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使用装饰器语法自动注册事件监听器,减少样板代码。
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```typescript
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import { EventHandler, ECSEventType } from '@esengine/ecs-framework';
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class GameSystem {
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@EventHandler(ECSEventType.ENTITY_DESTROYED)
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onEntityDestroyed(data: EntityDestroyedEventData) {
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console.log('实体销毁:', data.entityName);
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}
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@EventHandler('player:levelup')
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onPlayerLevelUp(data: { playerId: number; newLevel: number }) {
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console.log(`玩家 ${data.playerId} 升级到 ${data.newLevel} 级`);
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}
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}
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```
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## 性能优化
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### [组件索引](docs/concepts-explained.md#组件索引系统)
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通过建立索引避免线性搜索,将查询复杂度从 O(n) 降低到 O(1)。
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```typescript
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// 使用Scene的查询系统进行组件索引
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const querySystem = scene.querySystem;
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// 查询具有特定组件的实体
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const entitiesWithPosition = querySystem.queryAll(PositionComponent).entities;
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const entitiesWithVelocity = querySystem.queryAll(VelocityComponent).entities;
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// 性能统计
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const stats = querySystem.getStats();
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console.log('查询效率:', stats.hitRate);
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```
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**索引类型选择:**
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- **哈希索引** - 适合稳定的、大量的组件(如位置、生命值)
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- **位图索引** - 适合频繁变化的组件(如Buff、状态)
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> 📋 详细选择指南参见 [索引类型选择指南](docs/concepts-explained.md#索引类型选择指南)
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### [Archetype 系统](docs/concepts-explained.md#archetype-系统)
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将具有相同组件组合的实体分组,减少查询时的组件检查开销。
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```typescript
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// 使用查询系统的Archetype功能
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const querySystem = scene.querySystem;
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// 查询统计
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const stats = querySystem.getStats();
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console.log('缓存命中率:', stats.hitRate);
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```
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### [脏标记系统](docs/concepts-explained.md#脏标记系统)
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追踪数据变化,只处理发生改变的实体,避免不必要的计算。
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2025-06-08 21:50:50 +08:00
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2025-06-10 13:12:14 +08:00
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```typescript
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// 脏标记通过组件系统自动管理
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// 组件变化时会自动标记为脏数据
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// 查询系统会自动处理脏标记优化
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const movingEntities = scene.querySystem.queryAll(PositionComponent, VelocityComponent);
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```
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2025-06-10 13:12:14 +08:00
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> 💡 **不确定何时使用这些优化?** 查看 [性能优化建议](docs/concepts-explained.md#性能建议) 了解适用场景
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## API 参考
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### 核心类
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| 类 | 描述 |
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|---|---|
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| `Core` | 框架核心管理类 |
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| `Scene` | 场景容器,管理实体和系统 |
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| `Entity` | 实体对象,包含组件集合 |
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| `Component` | 组件基类 |
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| `EntitySystem` | 系统基类 |
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| `EntityManager` | 实体管理器 |
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### 查询 API
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```typescript
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entityManager
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.query()
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.withAll(...components) // 包含所有指定组件
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.withAny(...components) // 包含任意指定组件
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.withNone(...components) // 不包含指定组件
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.withTag(tag) // 包含指定标签
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.withoutTag(tag) // 不包含指定标签
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.execute() // 执行查询
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```
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2025-06-10 13:12:14 +08:00
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### 事件类型
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```typescript
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enum ECSEventType {
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ENTITY_CREATED = 'entity:created',
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ENTITY_DESTROYED = 'entity:destroyed',
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COMPONENT_ADDED = 'component:added',
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COMPONENT_REMOVED = 'component:removed',
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SYSTEM_ADDED = 'system:added',
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SYSTEM_REMOVED = 'system:removed'
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}
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```
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2025-06-10 13:12:14 +08:00
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## 与其他框架对比
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2025-06-10 13:12:14 +08:00
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| 特性 | @esengine/ecs-framework | bitECS | Miniplex |
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|------|-------------------------|--------|----------|
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| TypeScript 支持 | ✅ 原生支持 | ✅ 完整支持 | ✅ 原生支持 |
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| 事件系统 | ✅ 内置+装饰器 | ❌ 需自己实现 | ✅ 响应式 |
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| 查询系统 | ✅ 流式 API | ✅ 函数式 | ✅ 响应式 |
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| 实体管理器 | ✅ 统一接口 | ❌ 低级 API | ✅ 高级接口 |
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| 性能优化 | ✅ 多重优化 | ✅ 极致性能 | ✅ React 优化 |
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2025-06-12 09:47:25 +08:00
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| JavaScript引擎集成 | ✅ 专为JS引擎设计 | ✅ 通用设计 | ⚠️ 主要 React |
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**选择指南:**
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- 选择本框架:需要完整的游戏开发工具链和中文社区支持
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- 选择 bitECS:需要极致性能和最小化设计
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- 选择 Miniplex:主要用于 React 应用开发
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## 项目结构
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2025-06-10 13:12:14 +08:00
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```
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ecs-framework/
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├── src/
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│ ├── ECS/ # ECS 核心系统
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│ │ ├── Core/ # 核心管理器
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│ │ ├── Systems/ # 系统类型
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│ │ └── Utils/ # ECS 工具
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│ ├── Types/ # TypeScript接口定义
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│ └── Utils/ # 通用工具
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├── docs/ # 文档
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└── scripts/ # 构建脚本
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```
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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## 文档
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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### 🎯 新手入门
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- **[📖 新手教程完整指南](docs/beginner-tutorials.md)** - 完整学习路径,从零开始 ⭐ **强烈推荐**
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2025-06-10 13:22:28 +08:00
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- **[🚀 快速入门](docs/getting-started.md)** - 详细的入门教程,包含Laya/Cocos/Node.js集成指南 ⭐ **平台集成必读**
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2025-06-10 13:12:14 +08:00
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- [🧠 技术概念详解](docs/concepts-explained.md) - 通俗易懂的技术概念解释 ⭐ **推荐新手阅读**
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- [🎯 位掩码使用指南](docs/bitmask-guide.md) - 位掩码概念、原理和高级使用技巧
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- [💡 使用场景示例](docs/use-cases.md) - 不同类型游戏的具体应用案例
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- [🔧 框架类型系统](docs/concepts-explained.md#框架类型系统) - TypeScript接口设计和使用指南
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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### 📚 核心功能
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- [🎭 实体管理指南](docs/entity-guide.md) - 实体的创建和使用方法
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- [🧩 组件设计指南](docs/component-design-guide.md) - 如何设计高质量组件 ⭐ **设计必读**
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- [⚙️ 系统详解指南](docs/system-guide.md) - 四种系统类型的详细使用
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- [🎬 场景管理指南](docs/scene-management-guide.md) - 场景切换和数据管理
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- [⏰ 定时器系统指南](docs/timer-guide.md) - 定时器的完整使用方法
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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### API 参考
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- [核心 API 参考](docs/core-concepts.md) - 完整的 API 使用说明
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- [实体基础指南](docs/entity-guide.md) - 实体的基本概念和操作
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- [EntityManager 指南](docs/entity-manager-example.md) - 高性能查询和批量操作
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- [事件系统指南](docs/event-system-example.md) - 事件系统完整用法
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- [查询系统指南](docs/query-system-usage.md) - 查询系统使用方法
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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### 性能相关
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- [性能优化指南](docs/performance-optimization.md) - 性能优化技术和策略
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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## 构建
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2025-06-07 20:32:43 +08:00
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```bash
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2025-06-10 13:12:14 +08:00
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# 安装依赖
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npm install
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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# 构建项目
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npm run build
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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# 监听模式
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npm run build:watch
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2025-06-10 13:12:14 +08:00
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# 清理构建文件
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npm run clean
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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# 重新构建
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npm run rebuild
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```
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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## 性能监控
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2025-06-10 13:12:14 +08:00
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框架提供内置性能统计:
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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```typescript
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// 场景统计
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const sceneStats = scene.getStats();
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console.log('性能统计:', {
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实体数量: sceneStats.entityCount,
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系统数量: sceneStats.processorCount
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});
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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// 查询系统统计
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const queryStats = scene.querySystem.getStats();
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console.log('查询统计:', {
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缓存命中率: queryStats.hitRate + '%',
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查询次数: queryStats.queryCount
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});
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```
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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## 扩展库
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2025-06-09 13:25:10 +08:00
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2025-06-10 13:12:14 +08:00
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- [路径寻找库](https://github.com/esengine/ecs-astar) - A*、BFS、Dijkstra 算法
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- [AI 系统](https://github.com/esengine/BehaviourTree-ai) - 行为树、效用 AI
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## 社区
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2025-06-09 13:25:10 +08:00
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2025-06-10 13:12:14 +08:00
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- QQ 群:[ecs游戏框架交流](https://jq.qq.com/?_wv=1027&k=29w1Nud6)
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- GitHub:[提交 Issue](https://github.com/esengine/ecs-framework/issues)
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2025-06-09 13:25:10 +08:00
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2025-06-10 13:12:14 +08:00
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## 贡献
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2025-06-09 13:25:10 +08:00
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2025-06-10 13:12:14 +08:00
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欢迎提交 Pull Request 和 Issue!
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2025-06-09 13:25:10 +08:00
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2025-06-10 13:12:14 +08:00
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### 开发要求
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2025-06-09 13:25:10 +08:00
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2025-06-10 13:12:14 +08:00
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- Node.js >= 14.0.0
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- TypeScript >= 4.0.0
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2025-06-09 13:25:10 +08:00
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2025-06-10 13:12:14 +08:00
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## 许可证
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2025-06-07 20:32:43 +08:00
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2025-06-10 13:12:14 +08:00
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[MIT](LICENSE)
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