升级项目框架,移除大部分无用的物理和tween系统
This commit is contained in:
@@ -1,285 +1,365 @@
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///<reference path="../Math/Vector2.ts" />
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module es {
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/** 场景 */
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export class Scene {
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/** 这个场景中的实体列表 */
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public readonly entities: EntityList;
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/** 管理所有实体处理器 */
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public readonly entityProcessors: EntityProcessorList;
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import { Entity } from './Entity';
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import { EntityList } from './Utils/EntityList';
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import { EntityProcessorList } from './Utils/EntityProcessorList';
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import { IdentifierPool } from './Utils/IdentifierPool';
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import { EntitySystem } from './Systems/EntitySystem';
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import { ComponentStorageManager } from './Core/ComponentStorage';
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import { QuerySystem } from './Core/QuerySystem';
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import { TypeSafeEventSystem, GlobalEventSystem } from './Core/EventSystem';
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public readonly _sceneComponents: SceneComponent[] = [];
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public readonly identifierPool: IdentifierPool;
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private _didSceneBegin: boolean;
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/**
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* 游戏场景类
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*
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* 管理游戏场景中的所有实体和系统,提供场景生命周期管理。
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* 场景是游戏世界的容器,负责协调实体和系统的运行。
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*
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* @example
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* ```typescript
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* class GameScene extends Scene {
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* public initialize(): void {
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* // 创建游戏实体
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* const player = this.createEntity("Player");
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*
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* // 添加系统
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* this.addEntityProcessor(new MovementSystem());
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* }
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* }
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* ```
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*/
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export class Scene {
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/**
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* 场景名称
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*
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* 用于标识和调试的友好名称。
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*/
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public name: string = "";
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constructor() {
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this.entities = new EntityList(this);
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/**
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* 场景中的实体集合
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*
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* 管理场景内所有实体的生命周期。
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*/
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public readonly entities: EntityList;
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/**
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* 实体系统处理器集合
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*
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* 管理场景内所有实体系统的执行。
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*/
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public readonly entityProcessors: EntityProcessorList;
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this.entityProcessors = new EntityProcessorList();
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this.identifierPool = new IdentifierPool();
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/**
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* 实体ID池
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*
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* 用于分配和回收实体的唯一标识符。
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*/
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public readonly identifierPool: IdentifierPool;
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this.initialize();
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}
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/**
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* 组件存储管理器
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*
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* 高性能的组件存储和查询系统。
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*/
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public readonly componentStorageManager: ComponentStorageManager;
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/**
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* 初始化场景,可以在派生类中覆盖
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*
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* 这个方法会在场景创建时被调用。您可以在这个方法中添加实体和组件,
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* 或者执行一些必要的准备工作,以便场景能够开始运行。
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*/
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public initialize() {
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}
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/**
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* 查询系统
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*
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* 基于位掩码的高性能实体查询系统。
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*/
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public readonly querySystem: QuerySystem;
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/**
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* 开始运行场景时调用此方法,可以在派生类中覆盖
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*
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* 这个方法会在场景开始运行时被调用。您可以在这个方法中执行场景开始时需要进行的操作。
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* 比如,您可以开始播放一段背景音乐、启动UI等等。
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*/
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public onStart() {
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}
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/**
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* 事件系统
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*
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* 类型安全的事件系统。
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*/
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public readonly eventSystem: TypeSafeEventSystem;
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/**
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* 场景是否已开始运行
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*/
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private _didSceneBegin: boolean = false;
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/**
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* 卸载场景时调用此方法,可以在派生类中覆盖
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*
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* 这个方法会在场景被销毁时被调用。您可以在这个方法中销毁实体和组件、释放资源等等。
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* 您也可以在这个方法中执行一些必要的清理工作,以确保场景被完全卸载。
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*/
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public unload() {
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}
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/**
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* 获取系统列表(兼容性属性)
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*/
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public get systems(): EntitySystem[] {
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return this.entityProcessors.processors;
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}
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/**
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* 开始场景,初始化物理系统、启动实体处理器等
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*
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* 这个方法会启动场景。它将重置物理系统、启动实体处理器等,并调用onStart方法。
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*/
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public begin() {
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// 重置物理系统
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Physics.reset();
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/**
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* 创建场景实例
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*/
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constructor() {
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this.entities = new EntityList(this);
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this.entityProcessors = new EntityProcessorList();
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this.identifierPool = new IdentifierPool();
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this.componentStorageManager = new ComponentStorageManager();
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this.querySystem = new QuerySystem();
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this.eventSystem = new TypeSafeEventSystem();
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// 启动实体处理器
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if (this.entityProcessors != null)
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this.entityProcessors.begin();
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this.initialize();
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}
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// 标记场景已开始运行并调用onStart方法
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this._didSceneBegin = true;
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this.onStart();
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}
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/**
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* 初始化场景
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*
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* 在场景创建时调用,子类可以重写此方法来设置初始实体和组件。
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*/
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public initialize(): void {
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}
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/**
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* 结束场景,清除实体、场景组件、物理系统等
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*
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* 这个方法会结束场景。它将移除所有实体并调用它们的onRemovedFromScene方法,清除物理系统,结束实体处理器等,并调用unload方法。
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*/
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public end() {
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// 标记场景已结束运行
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this._didSceneBegin = false;
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/**
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* 场景开始运行时的回调
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*
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* 在场景开始运行时调用,可以在此方法中执行场景启动逻辑。
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*/
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public onStart(): void {
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}
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// 移除所有实体并调用它们的onRemovedFromScene方法
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this.entities.removeAllEntities();
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/**
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* 场景卸载时的回调
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*
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* 在场景被销毁时调用,可以在此方法中执行清理工作。
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*/
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public unload(): void {
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}
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for (let i = 0; i < this._sceneComponents.length; i++) {
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this._sceneComponents[i].onRemovedFromScene();
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}
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this._sceneComponents.length = 0;
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/**
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* 开始场景,启动实体处理器等
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*
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* 这个方法会启动场景。它将启动实体处理器等,并调用onStart方法。
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*/
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public begin() {
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// 启动实体处理器
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if (this.entityProcessors != null)
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this.entityProcessors.begin();
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// 清除物理系统
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Physics.clear();
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// 标记场景已开始运行并调用onStart方法
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this._didSceneBegin = true;
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this.onStart();
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}
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// 结束实体处理器
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if (this.entityProcessors)
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this.entityProcessors.end();
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/**
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* 结束场景,清除实体、实体处理器等
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*
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* 这个方法会结束场景。它将移除所有实体,结束实体处理器等,并调用unload方法。
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*/
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public end() {
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// 标记场景已结束运行
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this._didSceneBegin = false;
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// 调用卸载方法
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this.unload();
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}
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// 移除所有实体
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this.entities.removeAllEntities();
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/**
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* 更新场景,更新实体组件、实体处理器等
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*/
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public update() {
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// 更新实体列表
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this.entities.updateLists();
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// 清空组件存储
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this.componentStorageManager.clear();
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// 更新场景组件
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for (let i = this._sceneComponents.length - 1; i >= 0; i--) {
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if (this._sceneComponents[i].enabled)
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this._sceneComponents[i].update();
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}
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// 结束实体处理器
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if (this.entityProcessors)
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this.entityProcessors.end();
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// 更新实体处理器
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if (this.entityProcessors != null)
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this.entityProcessors.update();
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// 调用卸载方法
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this.unload();
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}
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// 更新实体组
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this.entities.update();
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/**
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* 更新场景,更新实体组件、实体处理器等
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*/
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public update() {
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// 更新实体列表
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this.entities.updateLists();
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// 更新实体处理器的后处理方法
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if (this.entityProcessors != null)
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this.entityProcessors.lateUpdate();
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}
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// 更新实体处理器
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if (this.entityProcessors != null)
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this.entityProcessors.update();
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/**
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* 向组件列表添加并返回SceneComponent
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* @param component
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*/
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public addSceneComponent<T extends SceneComponent>(component: T): T {
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component.scene = this;
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component.onEnabled();
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this._sceneComponents.push(component);
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this._sceneComponents.sort(component.compare);
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return component;
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}
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// 更新实体组
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this.entities.update();
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/**
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* 获取类型为T的第一个SceneComponent并返回它。如果没有找到组件,则返回null。
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* @param type
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*/
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public getSceneComponent<T extends SceneComponent>(type) {
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for (let i = 0; i < this._sceneComponents.length; i++) {
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let component = this._sceneComponents[i];
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if (component instanceof type)
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return component as T;
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}
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// 更新实体处理器的后处理方法
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if (this.entityProcessors != null)
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this.entityProcessors.lateUpdate();
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}
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return null;
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}
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/**
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* 将实体添加到此场景,并返回它
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* @param name 实体名称
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*/
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public createEntity(name: string) {
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let entity = new Entity(name, this.identifierPool.checkOut());
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return this.addEntity(entity);
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}
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/**
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* 获取类型为T的第一个SceneComponent并返回它。如果没有找到SceneComponent,则将创建SceneComponent。
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* @param type
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*/
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public getOrCreateSceneComponent<T extends SceneComponent>(type) {
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let comp = this.getSceneComponent<T>(type);
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if (comp == null)
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comp = this.addSceneComponent<T>(new type());
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/**
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* 在场景的实体列表中添加一个实体
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* @param entity 要添加的实体
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*/
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public addEntity(entity: Entity) {
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this.entities.add(entity);
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entity.scene = this;
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// 将实体添加到查询系统
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this.querySystem.addEntity(entity);
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// 触发实体添加事件
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this.eventSystem.emitSync('entity:added', { entity, scene: this });
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return entity;
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}
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return comp;
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}
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/**
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* 从SceneComponents列表中删除一个SceneComponent
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* @param component
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*/
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public removeSceneComponent(component: SceneComponent) {
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const sceneComponentList = new es.List(this._sceneComponents);
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Insist.isTrue(sceneComponentList.contains(component), `SceneComponent${component}不在SceneComponents列表中!`);
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sceneComponentList.remove(component);
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component.onRemovedFromScene();
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}
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/**
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* 将实体添加到此场景,并返回它
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* @param name
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*/
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public createEntity(name: string) {
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let entity = new Entity(name, this.identifierPool.checkOut());
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return this.addEntity(entity);
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}
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/**
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* 在场景的实体列表中添加一个实体
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* @param entity
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*/
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public addEntity(entity: Entity) {
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Insist.isFalse(new es.List(this.entities.buffer).contains(entity), `您试图将同一实体添加到场景两次: ${entity}`);
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this.entities.add(entity);
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entity.scene = this;
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for (let i = 0; i < entity.transform.childCount; i++)
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this.addEntity(entity.transform.getChild(i).entity);
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return entity;
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}
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/**
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* 从场景中删除所有实体
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*/
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public destroyAllEntities() {
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for (let i = 0; i < this.entities.count; i++) {
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this.entities.buffer[i].destroy();
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}
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}
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/**
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* 搜索并返回第一个具有名称的实体
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* @param name
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*/
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public findEntity(name: string): Entity {
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return this.entities.findEntity(name);
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}
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public findEntityById(id: number): Entity {
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return this.entities.findEntityById(id);
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}
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/**
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* 返回具有给定标记的所有实体
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* @param tag
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*/
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public findEntitiesWithTag(tag: number): Entity[] {
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return this.entities.entitiesWithTag(tag);
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}
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/**
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* 返回提一个具有该标记的实体
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* @param tag
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* @returns
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*/
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public findEntityWithTag(tag: number): Entity {
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return this.entities.entityWithTag(tag);
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}
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/**
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* 返回第一个启用加载的类型为T的组件
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* @param type
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*/
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public findComponentOfType<T extends Component>(type: new (...args) => T): T {
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return this.entities.findComponentOfType<T>(type);
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}
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/**
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* 返回类型为T的所有已启用已加载组件的列表
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* @param type
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*/
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public findComponentsOfType<T extends Component>(type: new (...args) => T): T[] {
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return this.entities.findComponentsOfType<T>(type);
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}
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/**
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* 返回场景中包含特定组件的实体列表
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* @param type
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* @returns
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*/
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public findEntitiesOfComponent(...types): Entity[] {
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return this.entities.findEntitiesOfComponent(...types);
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}
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/**
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* 在场景中添加一个EntitySystem处理器
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* @param processor 处理器
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*/
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public addEntityProcessor(processor: EntitySystem) {
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processor.scene = this;
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this.entityProcessors.add(processor);
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processor.setUpdateOrder(this.entityProcessors.count - 1);
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this.entityProcessors.clearDirty();
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return processor;
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}
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/**
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* 从场景中删除EntitySystem处理器
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* @param processor
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*/
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public removeEntityProcessor(processor: EntitySystem) {
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this.entityProcessors.remove(processor);
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}
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/**
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* 获取EntitySystem处理器
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*/
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public getEntityProcessor<T extends EntitySystem>(type: new (...args: any[]) => T): T {
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return this.entityProcessors.getProcessor<T>(type);
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/**
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* 从场景中删除所有实体
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*/
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public destroyAllEntities() {
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for (let i = 0; i < this.entities.count; i++) {
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this.entities.buffer[i].destroy();
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}
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}
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/**
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* 搜索并返回第一个具有名称的实体
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* @param name 实体名称
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*/
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public findEntity(name: string): Entity | null {
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return this.entities.findEntity(name);
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}
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/**
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* 根据ID查找实体
|
||||
* @param id 实体ID
|
||||
*/
|
||||
public findEntityById(id: number): Entity | null {
|
||||
return this.entities.findEntityById(id);
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据标签查找实体
|
||||
* @param tag 实体标签
|
||||
*/
|
||||
public findEntitiesByTag(tag: number): Entity[] {
|
||||
const result: Entity[] = [];
|
||||
for (const entity of this.entities.buffer) {
|
||||
if (entity.tag === tag) {
|
||||
result.push(entity);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据名称查找实体(别名方法)
|
||||
* @param name 实体名称
|
||||
*/
|
||||
public getEntityByName(name: string): Entity | null {
|
||||
return this.findEntity(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据标签查找实体(别名方法)
|
||||
* @param tag 实体标签
|
||||
*/
|
||||
public getEntitiesByTag(tag: number): Entity[] {
|
||||
return this.findEntitiesByTag(tag);
|
||||
}
|
||||
|
||||
/**
|
||||
* 在场景中添加一个EntitySystem处理器
|
||||
* @param processor 处理器
|
||||
*/
|
||||
public addEntityProcessor(processor: EntitySystem) {
|
||||
processor.scene = this;
|
||||
this.entityProcessors.add(processor);
|
||||
|
||||
processor.setUpdateOrder(this.entityProcessors.count - 1);
|
||||
return processor;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加系统到场景(addEntityProcessor的别名)
|
||||
* @param system 系统
|
||||
*/
|
||||
public addSystem(system: EntitySystem) {
|
||||
return this.addEntityProcessor(system);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从场景中删除EntitySystem处理器
|
||||
* @param processor 要删除的处理器
|
||||
*/
|
||||
public removeEntityProcessor(processor: EntitySystem) {
|
||||
this.entityProcessors.remove(processor);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定类型的EntitySystem处理器
|
||||
* @param type 处理器类型
|
||||
*/
|
||||
public getEntityProcessor<T extends EntitySystem>(type: new (...args: any[]) => T): T | null {
|
||||
return this.entityProcessors.getProcessor(type);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取场景统计信息
|
||||
*/
|
||||
public getStats(): {
|
||||
entityCount: number;
|
||||
processorCount: number;
|
||||
componentStorageStats: Map<string, any>;
|
||||
} {
|
||||
return {
|
||||
entityCount: this.entities.count,
|
||||
processorCount: this.entityProcessors.count,
|
||||
componentStorageStats: this.componentStorageManager.getAllStats()
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 压缩组件存储(清理碎片)
|
||||
*/
|
||||
public compactComponentStorage(): void {
|
||||
this.componentStorageManager.compactAll();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取场景的调试信息
|
||||
*/
|
||||
public getDebugInfo(): {
|
||||
name: string;
|
||||
entityCount: number;
|
||||
processorCount: number;
|
||||
isRunning: boolean;
|
||||
entities: Array<{
|
||||
name: string;
|
||||
id: number;
|
||||
componentCount: number;
|
||||
componentTypes: string[];
|
||||
}>;
|
||||
processors: Array<{
|
||||
name: string;
|
||||
updateOrder: number;
|
||||
entityCount: number;
|
||||
}>;
|
||||
componentStats: Map<string, any>;
|
||||
} {
|
||||
return {
|
||||
name: this.constructor.name,
|
||||
entityCount: this.entities.count,
|
||||
processorCount: this.entityProcessors.count,
|
||||
isRunning: this._didSceneBegin,
|
||||
entities: this.entities.buffer.map(entity => ({
|
||||
name: entity.name,
|
||||
id: entity.id,
|
||||
componentCount: entity.components.length,
|
||||
componentTypes: entity.components.map(c => c.constructor.name)
|
||||
})),
|
||||
processors: this.entityProcessors.processors.map(processor => ({
|
||||
name: processor.constructor.name,
|
||||
updateOrder: processor.updateOrder,
|
||||
entityCount: (processor as any)._entities?.length || 0
|
||||
})),
|
||||
componentStats: this.componentStorageManager.getAllStats()
|
||||
};
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user