2025-06-07 20:32:43 +08:00
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# 核心概念
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ECS Framework 基于 Entity-Component-System 架构模式,这是一种高度模块化和可扩展的游戏开发架构。本文档将详细介绍框架的核心概念。
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## ECS 架构概述
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ECS 架构将传统的面向对象设计分解为三个核心部分:
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- **Entity(实体)** - 游戏世界中的对象,包含基本属性如位置、旋转、缩放
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- **Component(组件)** - 包含数据和行为的功能模块
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- **System(系统)** - 处理实体集合的逻辑处理单元
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## Core(核心)
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Core 是框架的核心管理类,负责游戏的生命周期管理。
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### 创建和配置
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```typescript
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2025-06-08 21:50:50 +08:00
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import { Core } from '@esengine/ecs-framework';
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2025-06-07 20:32:43 +08:00
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// 创建核心实例(调试模式)
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const core = Core.create(true);
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// 创建核心实例(发布模式)
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const core = Core.create(false);
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```
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### 事件系统
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```typescript
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2025-06-08 21:50:50 +08:00
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import { CoreEvents } from '@esengine/ecs-framework';
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2025-06-07 20:32:43 +08:00
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// 监听核心事件
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Core.emitter.addObserver(CoreEvents.frameUpdated, this.onUpdate, this);
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// 发送帧更新事件
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Core.emitter.emit(CoreEvents.frameUpdated);
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// 发送自定义事件
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Core.emitter.emit("customEvent", { data: "value" });
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```
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### 定时器系统
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```typescript
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// 延迟执行
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Core.schedule(2.0, false, this, (timer) => {
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console.log("2秒后执行");
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});
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// 重复执行
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Core.schedule(1.0, true, this, (timer) => {
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console.log("每秒执行一次");
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});
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```
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## Scene(场景)
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场景是游戏世界的容器,管理实体和系统的生命周期。
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### 创建和使用场景
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```typescript
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2025-06-08 21:50:50 +08:00
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import { Scene } from '@esengine/ecs-framework';
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2025-06-07 20:32:43 +08:00
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// 创建场景
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const scene = new Scene();
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scene.name = "GameScene";
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// 设置为当前场景
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Core.scene = scene;
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// 场景生命周期
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scene.begin(); // 开始场景
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scene.update(); // 更新场景
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scene.end(); // 结束场景
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```
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2025-06-08 21:50:50 +08:00
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### 批量实体管理
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```typescript
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// 批量创建实体 - 高性能
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const entities = scene.createEntities(1000, "Enemy");
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// 批量添加实体(延迟缓存清理)
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entities.forEach(entity => {
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scene.addEntity(entity, false); // 延迟清理
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});
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scene.querySystem.clearCache(); // 手动清理缓存
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// 获取性能统计
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const stats = scene.getPerformanceStats();
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console.log(`实体数量: ${stats.entityCount}`);
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```
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2025-06-07 20:32:43 +08:00
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## Entity(实体)
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实体是游戏世界中的基本对象,包含位置、旋转、缩放等基本属性。
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### 实体的基本属性
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```typescript
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2025-06-08 21:50:50 +08:00
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import { Vector2 } from '@esengine/ecs-framework';
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2025-06-07 20:32:43 +08:00
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const entity = scene.createEntity("MyEntity");
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// 位置
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entity.position = new Vector2(100, 200);
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entity.position = entity.position.add(new Vector2(10, 0));
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// 旋转(弧度)
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entity.rotation = Math.PI / 4;
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// 缩放
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entity.scale = new Vector2(2, 2);
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// 标签(用于分类)
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entity.tag = 1;
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// 启用状态
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entity.enabled = true;
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// 活跃状态
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entity.active = true;
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// 更新顺序
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entity.updateOrder = 10;
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```
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### 实体层级关系
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```typescript
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// 添加子实体
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const parent = scene.createEntity("Parent");
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const child = scene.createEntity("Child");
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parent.addChild(child);
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// 获取父实体
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const parentEntity = child.parent;
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// 获取所有子实体
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const children = parent.children;
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// 查找子实体
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const foundChild = parent.findChild("Child");
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// 按标签查找子实体
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const taggedChildren = parent.findChildrenByTag(1);
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// 移除子实体
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parent.removeChild(child);
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// 移除所有子实体
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parent.removeAllChildren();
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```
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### 实体生命周期
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```typescript
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// 检查实体是否被销毁
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if (!entity.isDestroyed) {
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// 实体仍然有效
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}
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// 销毁实体
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entity.destroy();
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// 获取实体调试信息
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const debugInfo = entity.getDebugInfo();
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console.log(debugInfo);
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```
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## Component(组件)
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组件包含数据和行为,定义了实体的特性和能力。
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### 创建组件
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```typescript
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2025-06-08 21:50:50 +08:00
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import { Component } from '@esengine/ecs-framework';
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2025-06-07 20:32:43 +08:00
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class HealthComponent extends Component {
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public maxHealth: number = 100;
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public currentHealth: number = 100;
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public takeDamage(damage: number) {
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this.currentHealth -= damage;
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if (this.currentHealth <= 0) {
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this.entity.destroy();
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}
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}
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public heal(amount: number) {
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this.currentHealth = Math.min(this.maxHealth, this.currentHealth + amount);
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}
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}
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```
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### 组件生命周期
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```typescript
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class MyComponent extends Component {
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public onAddedToEntity() {
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// 组件被添加到实体时调用
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console.log("组件已添加到实体:", this.entity.name);
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}
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public onRemovedFromEntity() {
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// 组件从实体移除时调用
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console.log("组件已从实体移除");
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}
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public onEnabled() {
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// 组件启用时调用
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console.log("组件已启用");
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}
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public onDisabled() {
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// 组件禁用时调用
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console.log("组件已禁用");
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}
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public update() {
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// 每帧更新(如果组件启用)
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console.log("组件更新");
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}
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}
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```
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### 组件管理
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```typescript
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// 添加组件
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const health = entity.addComponent(new HealthComponent());
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// 创建并添加组件
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const movement = entity.createComponent(MovementComponent, 200); // 传递构造参数
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// 获取组件
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const healthComp = entity.getComponent(HealthComponent);
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// 检查组件是否存在
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if (entity.hasComponent(HealthComponent)) {
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// 处理逻辑
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}
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// 获取或创建组件
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const weapon = entity.getOrCreateComponent(WeaponComponent);
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// 获取多个同类型组件
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const allHealthComps = entity.getComponents(HealthComponent);
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// 移除组件
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entity.removeComponent(healthComp);
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// 按类型移除组件
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entity.removeComponentByType(HealthComponent);
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// 移除所有组件
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entity.removeAllComponents();
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```
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2025-06-08 21:50:50 +08:00
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### 组件对象池优化
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```typescript
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import { Component, ComponentPoolManager } from '@esengine/ecs-framework';
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class BulletComponent extends Component {
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public damage: number = 10;
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public speed: number = 300;
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// 对象池重置方法
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public reset() {
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this.damage = 10;
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this.speed = 300;
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}
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}
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// 注册组件池
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ComponentPoolManager.getInstance().registerPool(BulletComponent, 1000);
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// 使用对象池获取组件
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const bullet = ComponentPoolManager.getInstance().getComponent(BulletComponent);
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entity.addComponent(bullet);
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// 释放组件回对象池
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ComponentPoolManager.getInstance().releaseComponent(bullet);
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// 预热组件池
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ComponentPoolManager.getInstance().preWarmPools({
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BulletComponent: 1000,
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EffectComponent: 500
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});
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// 获取池统计
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const stats = ComponentPoolManager.getInstance().getPoolStats();
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console.log('组件池统计:', stats);
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```
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2025-06-07 20:32:43 +08:00
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## Scene(场景)
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场景是实体和系统的容器,管理游戏世界的状态。
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### 场景生命周期
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```typescript
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class GameScene extends es.Scene {
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public initialize() {
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// 场景初始化,创建实体和系统
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this.setupEntities();
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this.setupSystems();
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}
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public onStart() {
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// 场景开始运行时调用
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console.log("场景开始");
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}
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public unload() {
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// 场景卸载时调用
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console.log("场景卸载");
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}
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private setupEntities() {
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const player = this.createEntity("Player");
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player.addComponent(new PlayerComponent());
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}
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private setupSystems() {
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this.addEntityProcessor(new MovementSystem());
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}
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}
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```
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### 实体管理
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```typescript
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// 创建实体
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const entity = scene.createEntity("MyEntity");
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// 添加现有实体
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scene.addEntity(entity);
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// 查找实体
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const player = scene.findEntity("Player");
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const entityById = scene.findEntityById(123);
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const entitiesByTag = scene.findEntitiesByTag(1);
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// 销毁所有实体
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scene.destroyAllEntities();
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// 获取场景统计信息
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const stats = scene.getStats();
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console.log("实体数量:", stats.entityCount);
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console.log("系统数量:", stats.processorCount);
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```
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## System(系统)
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系统处理实体集合,实现游戏的核心逻辑。
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### EntitySystem
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最常用的系统类型,处理实体集合:
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```typescript
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class MovementSystem extends es.EntitySystem {
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protected process(entities: es.Entity[]) {
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for (const entity of entities) {
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const movement = entity.getComponent(MovementComponent);
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if (movement) {
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movement.update();
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}
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}
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}
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}
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```
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### ProcessingSystem
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定期处理的系统:
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```typescript
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class HealthRegenerationSystem extends es.ProcessingSystem {
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protected process(entities: es.Entity[]) {
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for (const entity of entities) {
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const health = entity.getComponent(HealthComponent);
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if (health && health.currentHealth < health.maxHealth) {
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health.currentHealth += 10 * es.Time.deltaTime;
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}
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}
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}
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}
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```
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### IntervalSystem
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按时间间隔执行的系统:
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```typescript
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class SpawnSystem extends es.IntervalSystem {
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constructor() {
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super(3.0); // 每3秒执行一次
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}
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protected processSystem() {
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// 生成敌人
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const enemy = this.scene.createEntity("Enemy");
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enemy.addComponent(new EnemyComponent());
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}
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}
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```
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### PassiveSystem
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被动系统,不自动处理实体:
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```typescript
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class CollisionSystem extends es.PassiveSystem {
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public checkCollisions() {
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// 手动调用的碰撞检测逻辑
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}
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}
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```
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## Time(时间)
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时间管理工具类,提供游戏时间相关功能:
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```typescript
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// 获取时间信息
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console.log("帧时间:", es.Time.deltaTime);
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console.log("总时间:", es.Time.totalTime);
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console.log("帧数:", es.Time.frameCount);
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console.log("时间缩放:", es.Time.timeScale);
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// 设置时间缩放(慢动作效果)
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es.Time.timeScale = 0.5;
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// 检查时间间隔
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if (es.Time.checkEvery(1.0, lastCheckTime)) {
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// 每秒执行一次
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}
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```
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## Vector2(二维向量)
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二维向量类,提供数学运算:
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```typescript
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// 创建向量
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const vec1 = new es.Vector2(10, 20);
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const vec2 = es.Vector2.zero;
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const vec3 = es.Vector2.one;
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// 向量运算
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const sum = vec1.add(vec2);
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const diff = vec1.subtract(vec2);
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const scaled = vec1.multiply(2);
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const normalized = vec1.normalize();
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// 向量属性
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console.log("长度:", vec1.length);
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console.log("长度平方:", vec1.lengthSquared);
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// 静态方法
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const distance = es.Vector2.distance(vec1, vec2);
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const lerped = es.Vector2.lerp(vec1, vec2, 0.5);
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const fromAngle = es.Vector2.fromAngle(Math.PI / 4);
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```
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## 性能监控
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框架内置性能监控工具:
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```typescript
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// 获取性能监控实例
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const monitor = es.PerformanceMonitor.instance;
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// 查看性能数据
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console.log("平均FPS:", monitor.averageFPS);
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console.log("最小FPS:", monitor.minFPS);
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console.log("最大FPS:", monitor.maxFPS);
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console.log("内存使用:", monitor.memoryUsage);
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// 重置性能数据
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monitor.reset();
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```
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## 对象池
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内存管理优化工具:
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```typescript
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// 创建对象池
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class BulletPool extends es.Pool<Bullet> {
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protected createObject(): Bullet {
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return new Bullet();
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}
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}
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const bulletPool = new BulletPool();
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// 使用对象池
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const bullet = bulletPool.obtain();
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// 使用bullet...
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bulletPool.free(bullet);
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// 清空对象池
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bulletPool.clear();
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```
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## 最佳实践
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### 1. 实体设计
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- 实体只包含基本属性,功能通过组件实现
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- 合理使用实体层级关系
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- 及时销毁不需要的实体
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### 2. 组件设计
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- 组件保持单一职责
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- 使用生命周期方法进行初始化和清理
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- 避免组件间直接依赖
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### 3. 系统设计
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- 系统专注于特定逻辑处理
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- 合理设置系统更新顺序
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- 使用被动系统处理特殊逻辑
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### 4. 性能优化
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- 使用对象池减少内存分配
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- 监控性能数据
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- 合理使用时间缩放
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2025-06-08 21:50:50 +08:00
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## 高级性能优化功能
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|
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### 位掩码优化器
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位掩码优化器可以预计算和缓存常用的组件掩码,提升查询性能。
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```typescript
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import { BitMaskOptimizer } from '@esengine/ecs-framework';
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const optimizer = BitMaskOptimizer.getInstance();
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// 注册组件类型
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optimizer.registerComponentType(PositionComponent);
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optimizer.registerComponentType(VelocityComponent);
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optimizer.registerComponentType(RenderComponent);
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// 预计算常用掩码组合
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optimizer.precomputeCommonMasks();
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// 获取优化的掩码
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|
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const positionMask = optimizer.getComponentMask(PositionComponent);
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const movementMask = optimizer.getCombinedMask([PositionComponent, VelocityComponent]);
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// 掩码操作
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const hasBothComponents = optimizer.hasAllComponents(entityMask, movementMask);
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const hasAnyComponent = optimizer.hasAnyComponent(entityMask, movementMask);
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|
|
// 获取掩码分析
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|
|
const analysis = optimizer.analyzeMask(entityMask);
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|
|
console.log('掩码包含的组件类型:', analysis.componentTypes);
|
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|
|
|
```
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|
|
|
|
|
|
|
### 延迟索引更新器
|
|
|
|
|
|
|
|
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|
|
|
批量更新索引可以显著提升大规模实体操作的性能。
|
|
|
|
|
|
|
|
|
|
|
|
```typescript
|
|
|
|
|
|
import { IndexUpdateBatcher } from '@esengine/ecs-framework';
|
|
|
|
|
|
|
|
|
|
|
|
const batcher = new IndexUpdateBatcher((updates) => {
|
|
|
|
|
|
// 处理批量更新
|
|
|
|
|
|
console.log(`批量处理 ${updates.length} 个索引更新`);
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// 配置批量大小和延迟
|
|
|
|
|
|
batcher.configure(100, 16); // 批量大小100,延迟16ms
|
|
|
|
|
|
|
|
|
|
|
|
// 添加更新任务
|
|
|
|
|
|
batcher.addUpdate("add", entity, componentMask);
|
|
|
|
|
|
batcher.addUpdate("remove", entity, componentMask);
|
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|
|
// 强制刷新
|
|
|
|
|
|
batcher.flush();
|
|
|
|
|
|
```
|
|
|
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|
|
|
|
|
|
|
### 批量操作API
|
|
|
|
|
|
|
|
|
|
|
|
```typescript
|
|
|
|
|
|
// 批量创建实体 - 最高性能
|
|
|
|
|
|
const entities = scene.createEntities(10000, "Bullets");
|
|
|
|
|
|
|
|
|
|
|
|
// 延迟缓存清理
|
|
|
|
|
|
entities.forEach(entity => {
|
|
|
|
|
|
scene.addEntity(entity, false); // 延迟清理
|
|
|
|
|
|
});
|
|
|
|
|
|
scene.querySystem.clearCache(); // 手动清理
|
|
|
|
|
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|
|
|
|
|
|
// 批量查询优化
|
|
|
|
|
|
const movingEntities = scene.getEntitiesWithComponents([PositionComponent, VelocityComponent]);
|
|
|
|
|
|
```
|
|
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## 总结
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ECS Framework 提供了完整的实体组件系统架构:
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- **Core** 管理游戏生命周期和全局功能
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- **Entity** 作为游戏对象的基础容器
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- **Component** 实现具体的功能模块,支持对象池优化
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- **System** 处理游戏逻辑
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- **Scene** 管理游戏世界状态,支持批量操作
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- **高级优化** 位掩码优化器、组件对象池、批量操作等
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通过合理使用这些核心概念和优化功能,可以构建出高性能、结构清晰、易于维护的游戏代码。
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