chore: 更新仓库 URL (ecs-framework → esengine)

仓库已从 esengine/ecs-framework 重命名为 esengine/esengine
更新所有引用旧 URL 的文件
This commit is contained in:
yhh
2025-12-08 21:23:37 +08:00
parent c3b7250f85
commit 240b165970
350 changed files with 611 additions and 611 deletions

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@@ -10,7 +10,7 @@
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
// 获取全局黑板服务
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
@@ -30,7 +30,7 @@ const playerCount = globalBlackboard.getValue<number>('playerCount');
```typescript
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '@esengine/behavior-tree';
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
export class CheckGameState implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {

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@@ -24,7 +24,7 @@
### 基本使用
```typescript
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
import {
BehaviorTreeAssetManager,
BehaviorTreeBuilder,
@@ -365,7 +365,7 @@ function onLevelStart() {
## 完整示例:多敌人类型的游戏
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
import {
BehaviorTreePlugin,
BehaviorTreeAssetManager,

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@@ -15,7 +15,7 @@
在你的 Cocos Creator 项目根目录下:
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
npm install @esengine/esengine @esengine/behavior-tree
```
### 步骤2配置 tsconfig.json
@@ -62,7 +62,7 @@ assets/
```typescript
import { _decorator, Component } from 'cc';
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
const { ccclass } = _decorator;
@@ -110,7 +110,7 @@ export class Main extends Component {
```typescript
import { _decorator, Component, Node } from 'cc';
import { Core, Entity } from '@esengine/ecs-framework';
import { Core, Entity } from '@esengine/esengine';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
@@ -313,7 +313,7 @@ export class PlayerDetector extends Component {
框架提供了 `BehaviorTreeAssetManager` 来统一管理行为树资产,避免重复创建:
```typescript
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
import {
BehaviorTreeAssetManager,
BehaviorTreeBuilder,
@@ -359,7 +359,7 @@ assets/
```typescript
import { resources, JsonAsset } from 'cc';
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
import {
BehaviorTreeAssetManager,
BehaviorTreeAssetSerializer,
@@ -422,7 +422,7 @@ export class BehaviorTreeLoader {
```typescript
import { _decorator, Component } from 'cc';
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
import { BehaviorTreeLoader } from './BehaviorTreeLoader';
@@ -471,7 +471,7 @@ export class Main extends Component {
```typescript
import { _decorator, Component } from 'cc';
import { Core, Entity } from '@esengine/ecs-framework';
import { Core, Entity } from '@esengine/esengine';
import {
BehaviorTreeAssetManager,
BehaviorTreeStarter

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@@ -331,7 +331,7 @@ const tree = BehaviorTreeBuilder.create('BlackboardOps')
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
@@ -347,7 +347,7 @@ const gameState = globalBlackboard.getValue('gameState');
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
export class CheckGameState implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {

View File

@@ -626,7 +626,7 @@ import './executors/CheckHealth';
```typescript
// src/main.ts
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
// 导入自定义执行器
@@ -650,7 +650,7 @@ async function main() {
// my-behavior-plugin/src/plugin.ts
import type { IEditorPlugin } from '@esengine/editor-core';
import { EditorPluginCategory } from '@esengine/editor-core';
import type { Core, ServiceContainer } from '@esengine/ecs-framework';
import type { Core, ServiceContainer } from '@esengine/esengine';
// 导入执行器(触发装饰器注册)
import './executors/AttackAction';

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@@ -86,7 +86,7 @@ npm run tauri:dev
```typescript
import { BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
// 使用Builder创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')

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@@ -62,7 +62,7 @@ Root: Selector
推荐使用Builder API在代码中创建行为树
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
@@ -200,7 +200,7 @@ export class DebugAction implements INodeExecutor {
## 完整示例
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,

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@@ -15,7 +15,7 @@ npm install @esengine/behavior-tree
### 步骤1: 导入依赖
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import { Core, Scene, Entity } from '@esengine/esengine';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
@@ -113,7 +113,7 @@ setTimeout(() => {
## 完整代码
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,

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@@ -70,7 +70,7 @@
### 使用Builder创建
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
@@ -192,6 +192,6 @@ export class AttackAction implements INodeExecutor {
## 获取帮助
- 提交 [Issue](https://github.com/esengine/ecs-framework/issues)
- 提交 [Issue](https://github.com/esengine/esengine/issues)
- 加入社区讨论
- 参考文档中的完整代码示例

View File

@@ -13,7 +13,7 @@
在你的 Laya 项目根目录下:
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
npm install @esengine/esengine @esengine/behavior-tree
```
## 项目结构
@@ -40,7 +40,7 @@ resources/
### 在Main.ts中初始化
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
export class Main {
@@ -85,7 +85,7 @@ new Main();
## 创建AI组件
```typescript
import { Core, Entity } from '@esengine/ecs-framework';
import { Core, Entity } from '@esengine/esengine';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
@@ -156,7 +156,7 @@ import {
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
import { Core, Entity } from '@esengine/ecs-framework';
import { Core, Entity } from '@esengine/esengine';
// 自定义移动执行器
@NodeExecutorMetadata({

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@@ -17,7 +17,7 @@
### 安装
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
npm install @esengine/esengine @esengine/behavior-tree
```
### TypeScript 配置
@@ -41,7 +41,7 @@ npm install @esengine/ecs-framework @esengine/behavior-tree
### 简单的游戏服务器 NPC
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
@@ -109,7 +109,7 @@ startServer();
创建一个基于行为树的智能聊天机器人:
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import { Core, Scene, Entity } from '@esengine/esengine';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
@@ -273,7 +273,7 @@ main();
### 房间管理系统
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import { Core, Scene, Entity } from '@esengine/esengine';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
@@ -519,7 +519,7 @@ setInterval(() => {
```typescript
import express from 'express';
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
const app = express();
const scene = new Scene();

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@@ -15,7 +15,7 @@
### 基础组件定义
```typescript
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Component, ECSComponent } from '@esengine/esengine';
@ECSComponent('Position')
class Position extends Component {
@@ -105,7 +105,7 @@ class BadComponent extends Component {
当组件需要支持序列化时,`@ECSComponent``@Serializable` 需要一起使用:
```typescript
import { Component, ECSComponent, Serializable, Serialize } from '@esengine/ecs-framework';
import { Component, ECSComponent, Serializable, Serialize } from '@esengine/esengine';
@ECSComponent('Player')
@Serializable({ version: 1 })
@@ -533,7 +533,7 @@ class BadFollower extends Component {
#### 基本用法
```typescript
import { Component, ECSComponent, EntityRef, Entity } from '@esengine/ecs-framework';
import { Component, ECSComponent, EntityRef, Entity } from '@esengine/esengine';
@ECSComponent('Parent')
class ParentComponent extends Component {

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@@ -19,7 +19,7 @@ QuerySystem 负责实际执行查询,内部使用响应式查询机制自动优
### 基础用法
```typescript
import { EntitySystem, Matcher, Entity, Component } from '@esengine/ecs-framework';
import { EntitySystem, Matcher, Entity, Component } from '@esengine/esengine';
class PositionComponent extends Component {
public x: number = 0;

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@@ -38,7 +38,7 @@ const player = scene.createEntity("Player");
实体通过添加组件来获得功能:
```typescript
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Component, ECSComponent } from '@esengine/esengine';
// 定义位置组件
@ECSComponent('Position')

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@@ -266,7 +266,7 @@ class GameScene extends Scene {
对于跨场景的事件通信,可以使用全局事件总线:
```typescript
import { GlobalEventBus } from '@esengine/ecs-framework';
import { GlobalEventBus } from '@esengine/esengine';
class GameManager {
private eventBus = GlobalEventBus.getInstance();
@@ -374,7 +374,7 @@ class MovementSystem extends EntitySystem {
框架提供了一些预定义的 ECS 生命周期事件:
```typescript
import { ECSEventType } from '@esengine/ecs-framework';
import { ECSEventType } from '@esengine/esengine';
class ECSMonitor {
private eventBus = GlobalEventBus.getInstance();

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@@ -8,7 +8,7 @@
```bash
# 使用 npm
npm install @esengine/ecs-framework
npm install @esengine/esengine
```
## 初始化 Core
@@ -18,7 +18,7 @@ npm install @esengine/ecs-framework
ECS Framework 的核心是 `Core` 类,它是一个单例模式,负责管理整个框架的生命周期。
```typescript
import { Core } from '@esengine/ecs-framework'
import { Core } from '@esengine/esengine'
// 方式1使用配置对象推荐
const core = Core.create({
@@ -102,7 +102,7 @@ const instance = Core.Instance; // 获取当前实例,如果未创建则为 n
组件是纯数据容器,用于存储实体的状态:
```typescript
import { Component, ECSComponent } from '@esengine/ecs-framework'
import { Component, ECSComponent } from '@esengine/esengine'
// 位置组件
@ECSComponent('Position')
@@ -151,7 +151,7 @@ class Sprite extends Component {
系统包含游戏逻辑处理具有特定组件的实体。ECS Framework 提供了基于 Matcher 的实体过滤机制:
```typescript
import { EntitySystem, Matcher, Time, ECSSystem } from '@esengine/ecs-framework'
import { EntitySystem, Matcher, Time, ECSSystem } from '@esengine/esengine'
// 移动系统 - 处理位置和速度
@ECSSystem('MovementSystem')
@@ -219,7 +219,7 @@ class RenderSystem extends EntitySystem {
推荐继承 Scene 类来创建自定义场景:
```typescript
import { Scene } from '@esengine/ecs-framework'
import { Scene } from '@esengine/esengine'
// 推荐继承Scene创建自定义场景
class GameScene extends Scene {
@@ -264,7 +264,7 @@ player.addComponent(new Sprite("player.png", 64, 64));
Core 内置了场景管理功能,使用非常简单:
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
// 初始化Core
Core.create({ debug: true });
@@ -304,7 +304,7 @@ const player = Core.ecsAPI?.createEntity('Player')
仅适用于复杂的服务器端应用MMO游戏服务器、游戏房间系统等
```typescript
import { Core, WorldManager } from '@esengine/ecs-framework';
import { Core, WorldManager } from '@esengine/esengine';
// 初始化Core
Core.create({ debug: true });
@@ -338,7 +338,7 @@ function gameLoop(deltaTime: number) {
```typescript
import { Stage } from "laya/display/Stage";
import { Laya } from "Laya";
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
// 初始化 Laya
Laya.init(800, 600).then(() => {
@@ -358,7 +358,7 @@ Laya.init(800, 600).then(() => {
```typescript
import { Component, _decorator } from 'cc';
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
const { ccclass } = _decorator;

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@@ -20,7 +20,7 @@
存储层级关系数据的组件:
```typescript
import { HierarchyComponent } from '@esengine/ecs-framework';
import { HierarchyComponent } from '@esengine/esengine';
// HierarchyComponent 的核心属性
interface HierarchyComponent {
@@ -36,7 +36,7 @@ interface HierarchyComponent {
处理层级逻辑的系统,提供所有层级操作的 API
```typescript
import { HierarchySystem } from '@esengine/ecs-framework';
import { HierarchySystem } from '@esengine/esengine';
// 获取系统
const hierarchySystem = scene.getEntityProcessor(HierarchySystem);
@@ -47,7 +47,7 @@ const hierarchySystem = scene.getEntityProcessor(HierarchySystem);
### 添加系统到场景
```typescript
import { Scene, HierarchySystem } from '@esengine/ecs-framework';
import { Scene, HierarchySystem } from '@esengine/esengine';
class GameScene extends Scene {
protected initialize(): void {
@@ -256,7 +256,7 @@ import {
Scene,
HierarchySystem,
HierarchyComponent
} from '@esengine/ecs-framework';
} from '@esengine/esengine';
class GameScene extends Scene {
private hierarchySystem!: HierarchySystem;
@@ -319,7 +319,7 @@ class GameScene extends Scene {
结合 Transform 组件实现层级变换:
```typescript
import { EntitySystem, Matcher, HierarchySystem, HierarchyComponent } from '@esengine/ecs-framework';
import { EntitySystem, Matcher, HierarchySystem, HierarchyComponent } from '@esengine/esengine';
class HierarchyTransformSystem extends EntitySystem {
private hierarchySystem!: HierarchySystem;

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@@ -13,7 +13,7 @@ ECS 框架提供了功能强大的分级日志系统,支持多种日志级别
## 日志级别
```typescript
import { LogLevel } from '@esengine/ecs-framework';
import { LogLevel } from '@esengine/esengine';
// 日志级别从低到高
LogLevel.Debug // 0 - 调试信息
@@ -29,7 +29,7 @@ LogLevel.None // 5 - 不输出任何日志
### 使用默认日志器
```typescript
import { Logger } from '@esengine/ecs-framework';
import { Logger } from '@esengine/esengine';
class GameSystem extends EntitySystem {
protected process(entities: readonly Entity[]): void {
@@ -46,7 +46,7 @@ class GameSystem extends EntitySystem {
### 创建命名日志器
```typescript
import { createLogger } from '@esengine/ecs-framework';
import { createLogger } from '@esengine/esengine';
class MovementSystem extends EntitySystem {
private logger = createLogger('MovementSystem');
@@ -103,7 +103,7 @@ class Scene {
### 设置全局日志级别
```typescript
import { setGlobalLogLevel, LogLevel } from '@esengine/ecs-framework';
import { setGlobalLogLevel, LogLevel } from '@esengine/esengine';
// 在开发环境显示所有日志
setGlobalLogLevel(LogLevel.Debug);
@@ -118,7 +118,7 @@ setGlobalLogLevel(LogLevel.None);
### 创建自定义配置的日志器
```typescript
import { ConsoleLogger, LogLevel } from '@esengine/ecs-framework';
import { ConsoleLogger, LogLevel } from '@esengine/esengine';
class CustomLoggerExample {
private debugLogger: ConsoleLogger;
@@ -159,7 +159,7 @@ class CustomLoggerExample {
### 使用预定义颜色
```typescript
import { Colors, setLoggerColors } from '@esengine/ecs-framework';
import { Colors, setLoggerColors } from '@esengine/esengine';
// 自定义颜色方案
setLoggerColors({
@@ -174,7 +174,7 @@ setLoggerColors({
### 完整颜色示例
```typescript
import { LoggerManager, Colors, LogLevel } from '@esengine/ecs-framework';
import { LoggerManager, Colors, LogLevel } from '@esengine/esengine';
class ColorLoggerDemo {
private logger = createLogger('ColorDemo');
@@ -211,7 +211,7 @@ class ColorLoggerDemo {
### 分层日志器
```typescript
import { LoggerManager } from '@esengine/ecs-framework';
import { LoggerManager } from '@esengine/esengine';
class HierarchicalLoggingExample {
private systemLogger = createLogger('GameSystems');
@@ -247,7 +247,7 @@ class HierarchicalLoggingExample {
#### 基本用法
```typescript
import { setLoggerFactory } from '@esengine/ecs-framework';
import { setLoggerFactory } from '@esengine/esengine';
setLoggerFactory((name?: string) => {
// 返回实现 ILogger 接口的日志器实例
@@ -285,7 +285,7 @@ class PlayerMovementSystem extends EntitySystem {
### 自定义输出
```typescript
import { ConsoleLogger, LogLevel } from '@esengine/ecs-framework';
import { ConsoleLogger, LogLevel } from '@esengine/esengine';
class CustomOutputLogger {
private fileLogger: ConsoleLogger;

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@@ -18,7 +18,7 @@
### 创建持久化实体
```typescript
import { Scene } from '@esengine/ecs-framework';
import { Scene } from '@esengine/esengine';
class GameScene extends Scene {
protected initialize(): void {
@@ -38,7 +38,7 @@ class GameScene extends Scene {
### 场景切换时的行为
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
// 初始场景
class Level1Scene extends Scene {
@@ -147,7 +147,7 @@ public get lifecyclePolicy(): EEntityLifecyclePolicy
**示例**:
```typescript
import { EEntityLifecyclePolicy } from '@esengine/ecs-framework';
import { EEntityLifecyclePolicy } from '@esengine/esengine';
if (entity.lifecyclePolicy === EEntityLifecyclePolicy.Persistent) {
console.log('持久化实体');

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@@ -95,7 +95,7 @@ export interface PlatformWorker {
根据你的运行环境选择对应的适配器:
```typescript
import { PlatformManager } from '@esengine/ecs-framework';
import { PlatformManager } from '@esengine/esengine';
// 浏览器环境
if (typeof window !== 'undefined') {
@@ -140,7 +140,7 @@ if (manager.hasAdapter()) {
### 1. 实现接口
```typescript
import type { IPlatformAdapter, PlatformWorker, WorkerCreationOptions, PlatformConfig } from '@esengine/ecs-framework';
import type { IPlatformAdapter, PlatformWorker, WorkerCreationOptions, PlatformConfig } from '@esengine/esengine';
export class CustomAdapter implements IPlatformAdapter {
public readonly name = 'custom';
@@ -189,7 +189,7 @@ export class CustomAdapter implements IPlatformAdapter {
### 2. 注册自定义适配器
```typescript
import { PlatformManager } from '@esengine/ecs-framework';
import { PlatformManager } from '@esengine/esengine';
import { CustomAdapter } from './CustomAdapter';
const customAdapter = new CustomAdapter();

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@@ -20,7 +20,7 @@ import type {
PlatformWorker,
WorkerCreationOptions,
PlatformConfig
} from '@esengine/ecs-framework';
} from '@esengine/esengine';
/**
* 浏览器平台适配器
@@ -231,7 +231,7 @@ class BrowserWorker implements PlatformWorker {
### 2. 注册适配器
```typescript
import { PlatformManager } from '@esengine/ecs-framework';
import { PlatformManager } from '@esengine/esengine';
import { BrowserAdapter } from './platform/BrowserAdapter';
// 创建并注册浏览器适配器
@@ -246,7 +246,7 @@ PlatformManager.registerAdapter(browserAdapter);
浏览器适配器与 WorkerEntitySystem 配合使用,框架会自动处理 Worker 脚本的创建:
```typescript
import { WorkerEntitySystem, Matcher } from '@esengine/ecs-framework';
import { WorkerEntitySystem, Matcher } from '@esengine/esengine';
class PhysicsSystem extends WorkerEntitySystem {
constructor() {

View File

@@ -26,7 +26,7 @@ import type {
WorkerCreationOptions,
PlatformConfig,
NodeDeviceInfo
} from '@esengine/ecs-framework';
} from '@esengine/esengine';
/**
* Node.js 平台适配器
@@ -353,7 +353,7 @@ class NodeWorker implements PlatformWorker {
### 2. 注册适配器
```typescript
import { PlatformManager } from '@esengine/ecs-framework';
import { PlatformManager } from '@esengine/esengine';
import { NodeAdapter } from './platform/NodeAdapter';
// 检查是否在Node.js环境
@@ -368,7 +368,7 @@ if (typeof process !== 'undefined' && process.versions && process.versions.node)
Node.js 适配器与 WorkerEntitySystem 配合使用,框架会自动处理 Worker 脚本的创建:
```typescript
import { WorkerEntitySystem, Matcher } from '@esengine/ecs-framework';
import { WorkerEntitySystem, Matcher } from '@esengine/esengine';
import * as os from 'os';
class PhysicsSystem extends WorkerEntitySystem {

View File

@@ -200,7 +200,7 @@ function processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig)
### 步骤 3使用 WorkerEntitySystem
```typescript
import { WorkerEntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
import { WorkerEntitySystem, Matcher, Entity } from '@esengine/esengine';
interface PhysicsData {
id: number;
@@ -295,7 +295,7 @@ import type {
PlatformWorker,
WorkerCreationOptions,
PlatformConfig
} from '@esengine/ecs-framework';
} from '@esengine/esengine';
/**
* 微信小游戏平台适配器
@@ -430,7 +430,7 @@ class WeChatWorker implements PlatformWorker {
## 注册适配器
```typescript
import { PlatformManager } from '@esengine/ecs-framework';
import { PlatformManager } from '@esengine/esengine';
import { WeChatMiniGameAdapter } from './platform/WeChatMiniGameAdapter';
// 在游戏启动时注册适配器

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@@ -27,7 +27,7 @@
创建一个简单的调试插件:
```typescript
import { IPlugin, Core, ServiceContainer } from '@esengine/ecs-framework';
import { IPlugin, Core, ServiceContainer } from '@esengine/esengine';
class DebugPlugin implements IPlugin {
readonly name = 'debug-plugin';
@@ -51,7 +51,7 @@ class DebugPlugin implements IPlugin {
使用 `Core.installPlugin()` 安装插件:
```typescript
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
// 初始化Core
Core.create({ debug: true });
@@ -204,7 +204,7 @@ await Core.installPlugin(new AsyncPlugin());
插件可以向服务容器注册自己的服务:
```typescript
import { IService } from '@esengine/ecs-framework';
import { IService } from '@esengine/esengine';
class NetworkService implements IService {
connect(url: string) {
@@ -240,7 +240,7 @@ class NetworkPlugin implements IPlugin {
插件可以向场景添加自定义系统:
```typescript
import { EntitySystem, Matcher } from '@esengine/ecs-framework';
import { EntitySystem, Matcher } from '@esengine/esengine';
class PhysicsSystem extends EntitySystem {
constructor() {
@@ -393,7 +393,7 @@ for (const meta of allMetadata) {
### 网络同步插件
```typescript
import { IPlugin, IService, Core, ServiceContainer } from '@esengine/ecs-framework';
import { IPlugin, IService, Core, ServiceContainer } from '@esengine/esengine';
class NetworkSyncService implements IService {
private ws?: WebSocket;

View File

@@ -28,7 +28,7 @@ SceneManager 适合以下场景:
这是最简单和推荐的方式,适合大多数应用:
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
// 1. 初始化 Core
Core.create({ debug: true });
@@ -78,7 +78,7 @@ update(deltaTime: number) {
如果需要更多控制,可以直接使用 SceneManager
```typescript
import { Core, SceneManager, Scene } from '@esengine/ecs-framework';
import { Core, SceneManager, Scene } from '@esengine/esengine';
// 初始化 Core
Core.create({ debug: true });
@@ -146,7 +146,7 @@ class GameOverSystem extends EntitySystem {
### 完整的场景切换示例
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/esengine';
// 初始化
Core.create({ debug: true });
@@ -564,7 +564,7 @@ Core (全局服务)
## 完整示例
```typescript
import { Core, Scene, EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
import { Core, Scene, EntitySystem, Entity, Matcher } from '@esengine/esengine';
// 定义组件
class Transform {

View File

@@ -34,7 +34,7 @@ ECS Framework 提供了两种场景管理方式:
**推荐做法:继承 Scene 类来创建自定义场景**
```typescript
import { Scene, EntitySystem } from '@esengine/ecs-framework';
import { Scene, EntitySystem } from '@esengine/esengine';
class GameScene extends Scene {
protected initialize(): void {
@@ -81,7 +81,7 @@ class GameScene extends Scene {
### 使用场景配置
```typescript
import { ISceneConfig } from '@esengine/ecs-framework';
import { ISceneConfig } from '@esengine/esengine';
const config: ISceneConfig = {
name: "MainGame",
@@ -558,7 +558,7 @@ class ProperInitScene extends Scene {
## 完整示例
```typescript
import { Scene, EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
import { Scene, EntitySystem, Entity, Matcher } from '@esengine/esengine';
// 定义组件
class Transform {
@@ -638,14 +638,14 @@ class GameScene extends Scene {
// 使用场景
// 方式1通过 SceneManager推荐
import { Core, SceneManager } from '@esengine/ecs-framework';
import { Core, SceneManager } from '@esengine/esengine';
Core.create({ debug: true });
const sceneManager = Core.services.resolve(SceneManager);
sceneManager.setScene(new GameScene());
// 方式2通过 WorldManager高级用例
import { WorldManager } from '@esengine/ecs-framework';
import { WorldManager } from '@esengine/esengine';
const worldManager = Core.services.resolve(WorldManager);
const world = worldManager.createWorld('game');

View File

@@ -35,7 +35,7 @@
使用 `@Serializable``@Serialize` 装饰器标记需要序列化的组件和字段:
```typescript
import { Component, ECSComponent, Serializable, Serialize } from '@esengine/ecs-framework';
import { Component, ECSComponent, Serializable, Serialize } from '@esengine/esengine';
@ECSComponent('Player')
@Serializable({ version: 1 })
@@ -505,7 +505,7 @@ enum ChangeOperation {
### 注册迁移函数
```typescript
import { VersionMigrationManager } from '@esengine/ecs-framework';
import { VersionMigrationManager } from '@esengine/esengine';
// 假设 PlayerComponent v1 有 hp 字段
// v2 改为 health 和 maxHealth 字段
@@ -531,7 +531,7 @@ VersionMigrationManager.registerComponentMigration(
### 使用迁移构建器
```typescript
import { MigrationBuilder } from '@esengine/ecs-framework';
import { MigrationBuilder } from '@esengine/esengine';
new MigrationBuilder()
.forComponent('Player')

View File

@@ -20,7 +20,7 @@
服务是实现了 `IService` 接口的类,必须提供 `dispose()` 方法用于资源清理:
```typescript
import { IService } from '@esengine/ecs-framework';
import { IService } from '@esengine/esengine';
class MyService implements IService {
constructor() {
@@ -73,7 +73,7 @@ ECS Framework 提供了三级服务容器:
应用程序全局服务容器,可以通过 `Core.services` 访问:
```typescript
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
// 初始化Core
Core.create({ debug: true });
@@ -87,7 +87,7 @@ const container = Core.services;
每个 World 拥有独立的服务容器,用于管理 World 范围内的服务:
```typescript
import { World } from '@esengine/ecs-framework';
import { World } from '@esengine/esengine';
// 创建 World
const world = new World({ name: 'GameWorld' });
@@ -339,7 +339,7 @@ ECS Framework 提供了装饰器来简化依赖注入。
标记类为可注入的服务:
```typescript
import { Injectable, IService } from '@esengine/ecs-framework';
import { Injectable, IService } from '@esengine/esengine';
@Injectable()
class GameService implements IService {
@@ -358,7 +358,7 @@ class GameService implements IService {
通过属性装饰器注入依赖。注入时机是在构造函数执行后、`onInitialize()` 调用前完成:
```typescript
import { Injectable, InjectProperty, IService } from '@esengine/ecs-framework';
import { Injectable, InjectProperty, IService } from '@esengine/esengine';
@Injectable()
class PlayerService implements IService {
@@ -408,7 +408,7 @@ class CombatSystem extends EntitySystem {
使用 `registerInjectable` 自动处理依赖注入:
```typescript
import { registerInjectable } from '@esengine/ecs-framework';
import { registerInjectable } from '@esengine/esengine';
// 注册服务(会自动解析 @InjectProperty 依赖)
registerInjectable(Core.services, PlayerService);
@@ -422,7 +422,7 @@ const player = Core.services.resolve(PlayerService);
标记服务为可更新的,使其在每帧自动被调用:
```typescript
import { Injectable, Updatable, IService, IUpdatable } from '@esengine/ecs-framework';
import { Injectable, Updatable, IService, IUpdatable } from '@esengine/esengine';
@Injectable()
@Updatable() // 默认优先级为0
@@ -466,7 +466,7 @@ function gameLoop(deltaTime: number) {
实现 `IService` 接口并注册到容器:
```typescript
import { IService } from '@esengine/ecs-framework';
import { IService } from '@esengine/esengine';
class AudioService implements IService {
private sounds: Map<string, HTMLAudioElement> = new Map();

View File

@@ -19,7 +19,7 @@
最基础的系统类,所有其他系统都继承自它:
```typescript
import { EntitySystem, ECSSystem, Matcher } from '@esengine/ecs-framework';
import { EntitySystem, ECSSystem, Matcher } from '@esengine/esengine';
@ECSSystem('Movement')
class MovementSystem extends EntitySystem {
@@ -586,7 +586,7 @@ class GameScene extends Scene {
系统实现了 `IService` 接口,支持通过依赖注入获取其他服务或系统:
```typescript
import { ECSSystem, Injectable, Inject } from '@esengine/ecs-framework';
import { ECSSystem, Injectable, Inject } from '@esengine/esengine';
@Injectable()
@ECSSystem('Physics')

View File

@@ -9,7 +9,7 @@ Time 类是框架的时间管理核心,提供了游戏时间相关的所有功
### 基本时间属性
```typescript
import { Time } from '@esengine/ecs-framework';
import { Time } from '@esengine/esengine';
class GameSystem extends EntitySystem {
protected process(entities: readonly Entity[]): void {
@@ -124,7 +124,7 @@ Core 提供了强大的定时器调度功能,可以创建一次性或重复执
### 基本定时器使用
```typescript
import { Core } from '@esengine/ecs-framework';
import { Core } from '@esengine/esengine';
class GameScene extends Scene {
protected initialize(): void {

View File

@@ -27,7 +27,7 @@ WorldManager 适合以下高级场景:
WorldManager 是 Core 的内置服务,通过服务容器获取:
```typescript
import { Core, WorldManager } from '@esengine/ecs-framework';
import { Core, WorldManager } from '@esengine/esengine';
// 初始化 Core
Core.create({ debug: true });
@@ -277,7 +277,7 @@ World 支持全局系统,这些系统在 World 级别运行,不依赖特定
### 定义全局系统
```typescript
import { IGlobalSystem } from '@esengine/ecs-framework';
import { IGlobalSystem } from '@esengine/esengine';
// 网络系统World 级别)
class NetworkSystem implements IGlobalSystem {
@@ -513,7 +513,7 @@ console.log(`清理了 ${cleanedCount} 个 World`);
### MMO 游戏房间系统
```typescript
import { Core, WorldManager, Scene, World } from '@esengine/ecs-framework';
import { Core, WorldManager, Scene, World } from '@esengine/esengine';
// 初始化
Core.create({ debug: true });