fix: update Laya examples, add CLI docs, fix changesets workflow (#340)
* fix: update Laya examples, add CLI docs, fix changesets workflow - Update Laya examples to use Laya 3.x Script pattern (@regClass) - Add CLI tool quick start section to README (npx @esengine/cli init) - Fix changesets workflow to only build framework packages - Remove unnecessary Rust/WASM build steps from changesets workflow - Remove redundant 'pnpm build' from changeset:publish script * docs: add CLI documentation and update Laya examples - Add CLI quick start section to getting-started.md (zh/en) - Update Laya examples to use Laya 3.x Script pattern
This commit is contained in:
46
.github/workflows/release-changesets.yml
vendored
46
.github/workflows/release-changesets.yml
vendored
@@ -35,42 +35,24 @@ jobs:
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registry-url: 'https://registry.npmjs.org'
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cache: 'pnpm'
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- name: Install Rust stable
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uses: dtolnay/rust-toolchain@stable
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with:
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targets: wasm32-unknown-unknown
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- name: Cache Rust dependencies
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uses: Swatinem/rust-cache@v2
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with:
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workspaces: packages/engine
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cache-on-failure: true
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- name: Cache wasm-pack
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uses: actions/cache@v4
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with:
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path: ~/.cargo/bin/wasm-pack
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key: wasm-pack-${{ runner.os }}
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- name: Install wasm-pack
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run: |
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if ! command -v wasm-pack &> /dev/null; then
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cargo install wasm-pack
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fi
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- name: Install dependencies
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run: pnpm install
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- name: Build all packages
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run: pnpm build
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- name: Copy WASM files
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- name: Build framework packages
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run: |
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mkdir -p packages/ecs-engine-bindgen/src/wasm
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cp packages/engine/pkg/es_engine.js packages/ecs-engine-bindgen/src/wasm/
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cp packages/engine/pkg/es_engine.d.ts packages/ecs-engine-bindgen/src/wasm/
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cp packages/engine/pkg/es_engine_bg.wasm packages/ecs-engine-bindgen/src/wasm/
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cp packages/engine/pkg/es_engine_bg.wasm.d.ts packages/ecs-engine-bindgen/src/wasm/
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# Only build packages managed by Changesets (not in ignore list)
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pnpm --filter "@esengine/ecs-framework" build
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pnpm --filter "@esengine/ecs-framework-math" build
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pnpm --filter "@esengine/behavior-tree" build
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pnpm --filter "@esengine/blueprint" build
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pnpm --filter "@esengine/fsm" build
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pnpm --filter "@esengine/timer" build
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pnpm --filter "@esengine/spatial" build
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pnpm --filter "@esengine/procgen" build
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pnpm --filter "@esengine/pathfinding" build
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pnpm --filter "@esengine/network-protocols" build
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pnpm --filter "@esengine/network" build
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pnpm --filter "@esengine/cli" build
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- name: Create Release Pull Request or Publish
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id: changesets
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37
README.md
37
README.md
@@ -55,6 +55,19 @@ npm install @esengine/ecs-framework
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## Quick Start
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### Using CLI (Recommended)
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The easiest way to add ECS to your existing project:
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```bash
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# In your project directory
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npx @esengine/cli init
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```
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The CLI automatically detects your project type (Cocos Creator 2.x/3.x, LayaAir 3.x, or Node.js) and generates the necessary integration code.
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### Manual Setup
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```typescript
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import {
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Core, Scene, Entity, Component, EntitySystem,
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@@ -144,25 +157,31 @@ export class GameManager extends CCComponent {
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}
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```
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### With Laya
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### With Laya 3.x
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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import { FSMSystem } from '@esengine/fsm';
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class Main {
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constructor() {
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Core.create();
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const scene = new Scene();
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scene.addSystem(new FSMSystem());
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Core.setScene(scene);
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const { regClass } = Laya;
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Laya.timer.frameLoop(1, this, this.update);
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@regClass()
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export class ECSManager extends Laya.Script {
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private ecsScene = new Scene();
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onAwake(): void {
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Core.create();
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this.ecsScene.addSystem(new FSMSystem());
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Core.setScene(this.ecsScene);
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}
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update() {
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onUpdate(): void {
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Core.update(Laya.timer.delta / 1000);
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}
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onDestroy(): void {
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Core.destroy();
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}
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}
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```
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37
README_CN.md
37
README_CN.md
@@ -55,6 +55,19 @@ npm install @esengine/ecs-framework
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## 快速开始
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### 使用 CLI(推荐)
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在现有项目中添加 ECS 的最简单方式:
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```bash
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# 在项目目录中运行
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npx @esengine/cli init
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```
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CLI 会自动检测项目类型(Cocos Creator 2.x/3.x、LayaAir 3.x 或 Node.js)并生成相应的集成代码。
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### 手动配置
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```typescript
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import {
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Core, Scene, Entity, Component, EntitySystem,
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@@ -144,25 +157,31 @@ export class GameManager extends CCComponent {
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}
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```
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### 与 Laya 配合
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### 与 Laya 3.x 配合
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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import { FSMSystem } from '@esengine/fsm';
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class Main {
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constructor() {
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Core.create();
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const scene = new Scene();
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scene.addSystem(new FSMSystem());
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Core.setScene(scene);
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const { regClass } = Laya;
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Laya.timer.frameLoop(1, this, this.update);
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@regClass()
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export class ECSManager extends Laya.Script {
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private ecsScene = new Scene();
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onAwake(): void {
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Core.create();
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this.ecsScene.addSystem(new FSMSystem());
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Core.setScene(this.ecsScene);
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}
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update() {
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onUpdate(): void {
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Core.update(Laya.timer.delta / 1000);
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}
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onDestroy(): void {
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Core.destroy();
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}
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}
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```
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@@ -4,7 +4,24 @@ This guide will help you get started with ECS Framework, from installation to cr
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## Installation
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### NPM Installation
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### Using CLI (Recommended)
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The easiest way to add ECS to your existing project:
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```bash
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# In your project directory
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npx @esengine/cli init
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```
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The CLI automatically detects your project type (Cocos Creator 2.x/3.x, LayaAir 3.x, or Node.js) and generates the necessary integration code, including:
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- `ECSManager` component/script - Manages ECS lifecycle
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- Example components and systems - Helps you get started quickly
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- Automatic dependency installation
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### Manual NPM Installation
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If you prefer manual configuration:
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```bash
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# Using npm
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@@ -333,27 +350,39 @@ function gameLoop(deltaTime: number) {
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## Game Engine Integration
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### Laya Engine Integration
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### Laya 3.x Engine Integration
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Using `Laya.Script` component to manage ECS lifecycle is recommended:
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```typescript
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import { Stage } from "laya/display/Stage";
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import { Laya } from "Laya";
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import { Core } from '@esengine/ecs-framework';
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import { Core, Scene } from '@esengine/ecs-framework';
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// Initialize Laya
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Laya.init(800, 600).then(() => {
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const { regClass } = Laya;
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@regClass()
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export class ECSManager extends Laya.Script {
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private ecsScene = new GameScene();
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onAwake(): void {
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// Initialize ECS
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Core.create(true);
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Core.setScene(new GameScene());
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Core.create({ debug: true });
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Core.setScene(this.ecsScene);
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}
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// Start game loop
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Laya.timer.frameLoop(1, this, () => {
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const deltaTime = Laya.timer.delta / 1000;
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Core.update(deltaTime); // Auto-updates global services and scene
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});
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});
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onUpdate(): void {
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// Auto-updates global services and scene
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Core.update(Laya.timer.delta / 1000);
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}
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onDestroy(): void {
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// Cleanup resources
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Core.destroy();
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}
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}
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```
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In Laya IDE, attach the `ECSManager` script to a node in your scene.
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### Cocos Creator Integration
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```typescript
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@@ -4,7 +4,24 @@
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## 安装
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### NPM 安装
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### 使用 CLI(推荐)
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在现有项目中添加 ECS 的最简单方式:
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```bash
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# 在项目目录中运行
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npx @esengine/cli init
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```
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CLI 会自动检测项目类型(Cocos Creator 2.x/3.x、LayaAir 3.x 或 Node.js)并生成相应的集成代码,包括:
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- `ECSManager` 组件/脚本 - 负责 ECS 生命周期管理
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- 示例组件和系统 - 帮助快速上手
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- 自动安装依赖
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### NPM 手动安装
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如果你更喜欢手动配置,可以直接安装:
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```bash
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# 使用 npm
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@@ -333,27 +350,39 @@ function gameLoop(deltaTime: number) {
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## 与游戏引擎集成
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### Laya 引擎集成
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### Laya 3.x 引擎集成
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推荐使用 `Laya.Script` 组件来管理 ECS 生命周期:
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```typescript
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import { Stage } from "laya/display/Stage";
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import { Laya } from "Laya";
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import { Core } from '@esengine/ecs-framework';
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import { Core, Scene } from '@esengine/ecs-framework';
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// 初始化 Laya
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Laya.init(800, 600).then(() => {
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const { regClass } = Laya;
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@regClass()
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export class ECSManager extends Laya.Script {
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private ecsScene = new GameScene();
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onAwake(): void {
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// 初始化 ECS
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Core.create(true);
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Core.setScene(new GameScene());
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Core.create({ debug: true });
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Core.setScene(this.ecsScene);
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}
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// 启动游戏循环
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Laya.timer.frameLoop(1, this, () => {
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const deltaTime = Laya.timer.delta / 1000;
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Core.update(deltaTime); // 自动更新全局服务和场景
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});
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});
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onUpdate(): void {
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// 自动更新全局服务和场景
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Core.update(Laya.timer.delta / 1000);
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}
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onDestroy(): void {
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// 清理资源
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Core.destroy();
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}
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}
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```
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在 Laya IDE 中,将 `ECSManager` 脚本挂载到场景中的节点上即可。
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### Cocos Creator 集成
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```typescript
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@@ -28,7 +28,7 @@
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"scripts": {
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"changeset": "changeset",
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"changeset:version": "changeset version",
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"changeset:publish": "pnpm build && changeset publish",
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"changeset:publish": "changeset publish",
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"bootstrap": "lerna bootstrap",
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"clean": "turbo run clean",
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"build": "turbo run build",
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