refactor: reorganize package structure and decouple framework packages (#338)
* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
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<h1 align="center">
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@esengine/ecs-framework
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</h1>
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<p align="center">
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<strong>适用于 JavaScript 游戏引擎的高性能 ECS 框架</strong>
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</p>
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<p align="center">
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<a href="https://www.npmjs.com/package/@esengine/ecs-framework"><img src="https://img.shields.io/npm/v/@esengine/ecs-framework?style=flat-square&color=blue" alt="npm"></a>
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<a href="https://github.com/esengine/esengine/blob/master/LICENSE"><img src="https://img.shields.io/badge/license-MIT-green?style=flat-square" alt="license"></a>
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<img src="https://img.shields.io/badge/TypeScript-5.0+-blue?style=flat-square&logo=typescript&logoColor=white" alt="TypeScript">
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<img src="https://img.shields.io/badge/zero-dependencies-brightgreen?style=flat-square" alt="零依赖">
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</p>
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<p align="center">
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<a href="./README.md">English</a> | <b>中文</b>
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</p>
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---
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## 概述
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一个独立的、零依赖的 ECS(实体-组件-系统)框架,可与**任何** JavaScript 游戏引擎配合使用:
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- **Cocos Creator**
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- **Laya**
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- **Egret**
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- **Phaser**
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- **或你自己的引擎**
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这个包是 [ESEngine](https://github.com/esengine/esengine) 的核心,但可以完全独立使用。
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## 安装
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### npm / pnpm / yarn
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```bash
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npm install @esengine/ecs-framework
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```
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### 仅克隆源码
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如果你只想要 ECS 框架源码(不需要完整的 ESEngine):
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```bash
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# 第一步:克隆仓库骨架,不下载文件内容(需要 Git 2.25+)
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git clone --filter=blob:none --sparse https://github.com/esengine/esengine.git
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# 第二步:进入目录
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cd esengine
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# 第三步:指定要检出的目录
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git sparse-checkout set packages/core
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# 完成!现在你只有 packages/core/ 目录,其他文件夹不会下载
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```
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## 快速开始
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```typescript
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import {
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Core, Scene, Entity, Component, EntitySystem,
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Matcher, Time, ECSComponent, ECSSystem
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} from '@esengine/ecs-framework';
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// 定义组件(纯数据)
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@ECSComponent('Position')
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class Position extends Component {
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x = 0;
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y = 0;
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}
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@ECSComponent('Velocity')
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class Velocity extends Component {
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dx = 0;
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dy = 0;
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}
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// 定义系统(逻辑)
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@ECSSystem('Movement')
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class MovementSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(Position, Velocity));
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}
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protected process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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const pos = entity.getComponent(Position);
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const vel = entity.getComponent(Velocity);
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pos.x += vel.dx * Time.deltaTime;
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pos.y += vel.dy * Time.deltaTime;
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}
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}
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}
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// 初始化
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Core.create();
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const scene = new Scene();
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scene.addSystem(new MovementSystem());
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const player = scene.createEntity('Player');
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player.addComponent(new Position());
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player.addComponent(new Velocity());
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Core.setScene(scene);
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// 游戏循环(与你的引擎循环集成)
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function update(dt: number) {
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Core.update(dt);
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}
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```
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## 集成示例
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### Cocos Creator
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```typescript
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import { _decorator, Component as CCComponent } from 'cc';
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import { Core, Scene } from '@esengine/ecs-framework';
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const { ccclass } = _decorator;
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@ccclass('GameManager')
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export class GameManager extends CCComponent {
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private scene: Scene;
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onLoad() {
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Core.create();
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this.scene = new Scene();
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// 注册你的系统...
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Core.setScene(this.scene);
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}
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update(dt: number) {
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Core.update(dt);
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}
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}
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```
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### Laya
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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export class Main {
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private scene: Scene;
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constructor() {
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Core.create();
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this.scene = new Scene();
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Core.setScene(this.scene);
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Laya.timer.frameLoop(1, this, this.onUpdate);
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}
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onUpdate() {
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Core.update(Laya.timer.delta / 1000);
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}
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}
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```
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## 特性
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| 特性 | 描述 |
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|------|------|
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| **零依赖** | 无外部运行时依赖 |
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| **类型安全查询** | 流畅的 API,完整 TypeScript 支持 |
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| **变更检测** | 基于 Epoch 的脏标记优化 |
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| **序列化** | 内置场景序列化和快照 |
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| **服务容器** | 系统的依赖注入 |
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| **性能监控** | 内置性能分析工具 |
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## 文档
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- [API 参考](https://esengine.cn/api/README)
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- [架构指南](https://esengine.cn/guide/)
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- [完整 ESEngine 文档](https://esengine.cn/)
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## 许可证
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MIT 协议 - 可自由用于商业和开源项目。
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---
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<p align="center">
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<a href="https://github.com/esengine/esengine">ESEngine</a> 的一部分 · 可独立使用
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</p>
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