docs: 更新 v2.3.0 版本文档和 changelog
- 添加 v2.3.0 changelog(中英文) - 更新文档版本号从 v2.2.22+ 到 v2.3.0+ - 更新 package.json 版本至 2.3.0 - vitepress 配置添加 ignoreDeadLinks
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# Persistent Entity
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# Persistent Entity
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> **Version**: v2.2.22+
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> **Version**: v2.3.0+
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Persistent Entity is a special type of entity that automatically migrates to the new scene during scene transitions. It is suitable for game objects that need to maintain state across scenes, such as players, game managers, audio managers, etc.
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# SceneManager
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# SceneManager
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SceneManager is a lightweight scene manager provided by ECS Framework, suitable for 95% of game applications. It provides a simple and intuitive API with support for scene transitions and delayed loading.
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- Automatic ECS fluent API management
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- Automatic scene lifecycle handling
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- Integrated with Core, auto-updated
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- Supports [Persistent Entity](./persistent-entity) migration across scenes (v2.2.22+)
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- Supports [Persistent Entity](./persistent-entity) migration across scenes (v2.3.0+)
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## Basic Usage
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# Scene Management
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# Scene Management
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In the ECS architecture, a Scene is a container for the game world, responsible for managing the lifecycle of entities, systems, and components. Scenes provide a complete ECS runtime environment.
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- Learn about [SceneManager](./scene-manager) - Simple scene management for most games
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- Learn about [WorldManager](./world-manager) - For scenarios requiring multi-world isolation
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- Learn about [Persistent Entity](./persistent-entity) - Keep entities across scene transitions (v2.2.22+)
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- Learn about [Persistent Entity](./persistent-entity) - Keep entities across scene transitions (v2.3.0+)
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Scene is the core container of the ECS framework. Proper scene management makes your game architecture clearer, more modular, and easier to maintain.
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# System Architecture
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# System Architecture
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In ECS architecture, Systems are where business logic is processed. Systems are responsible for performing operations on entities that have specific component combinations, serving as the logic processing units of ECS architecture.
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## Command Buffer (CommandBuffer)
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> **v2.2.22+**
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> **v2.3.0+**
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CommandBuffer provides a mechanism for deferred execution of entity operations. When you need to destroy entities or perform other operations that might affect iteration during processing, CommandBuffer allows you to defer these operations to the end of the frame.
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