docs: 更新项目文档 - 添加EntityManager、事件系统、性能优化使用示例和说明
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docs/entity-manager-example.md
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docs/entity-manager-example.md
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# EntityManager 使用指南
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EntityManager 是 ECS Framework 的核心管理系统,提供统一的实体管理、高性能查询和自动优化功能。
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## 快速开始
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### 创建实体管理器
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```typescript
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import { EntityManager, Scene } from '@esengine/ecs-framework';
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// 通常在游戏管理器中创建
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const scene = new Scene();
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const entityManager = new EntityManager(scene);
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```
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### 基础实体操作
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```typescript
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// 创建单个实体
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const player = entityManager.createEntity("Player");
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player.addComponent(new PositionComponent(100, 100));
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player.addComponent(new HealthComponent(100));
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player.tag = "player";
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// 批量创建实体
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const enemies = entityManager.createEntities(50, "Enemy");
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enemies.forEach((enemy, index) => {
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enemy.addComponent(new PositionComponent(
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Math.random() * 800,
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Math.random() * 600
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));
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enemy.addComponent(new HealthComponent(30));
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enemy.tag = "enemy";
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});
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// 销毁实体
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entityManager.destroyEntity(player);
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```
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## 高性能查询系统
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EntityManager 提供多种查询方式,自动选择最优的查询策略。
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### 基础查询
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```typescript
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// 通过ID查询(O(1))
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const entity = entityManager.getEntity(123);
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// 通过名称查询(O(1) 哈希查找)
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const player = entityManager.getEntityByName("Player");
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// 通过标签查询(O(1) 索引查找)
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const enemies = entityManager.getEntitiesByTag("enemy");
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// 组件查询(使用O(1)组件索引)
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const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
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// 多组件查询(使用Archetype优化)
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const movingEntities = entityManager.getEntitiesWithComponents([
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PositionComponent,
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VelocityComponent
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]);
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```
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### 流式查询API
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EntityManager 提供强大的流式查询构建器:
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```typescript
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// 基础查询构建
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const results = entityManager
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.query()
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.withAll([PositionComponent, HealthComponent]) // 必须包含这些组件
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.withoutTag("dead") // 不能有死亡标签
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.active(true) // 必须激活
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.execute();
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// 复杂条件查询
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const livingEnemies = entityManager
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.query()
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.withAll([PositionComponent, HealthComponent])
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.withTag("enemy")
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.withoutTag("dead")
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.where(entity => {
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const health = entity.getComponent(HealthComponent);
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return health && health.currentHealth > 0;
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})
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.execute();
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// 查询变体
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const firstEnemy = entityManager
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.query()
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.withTag("enemy")
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.first(); // 获取第一个匹配
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const enemyCount = entityManager
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.query()
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.withTag("enemy")
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.count(); // 获取数量
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// 直接处理查询结果
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entityManager
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.query()
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.withAll([HealthComponent])
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.forEach(entity => {
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const health = entity.getComponent(HealthComponent);
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if (health.currentHealth <= 0) {
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entity.addTag("dead");
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}
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});
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```
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### 高级查询选项
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```typescript
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// 组合条件查询
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const combatUnits = entityManager
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.query()
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.withAll([PositionComponent, HealthComponent]) // AND条件
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.withAny([WeaponComponent, MagicComponent]) // OR条件
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.without([DeadComponent]) // NOT条件
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.withTag("combatant")
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.withoutTag("peaceful")
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.active(true)
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.enabled(true)
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.execute();
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// 使用自定义过滤器
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const nearbyEnemies = entityManager
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.query()
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.withAll([PositionComponent])
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.withTag("enemy")
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.where(entity => {
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const pos = entity.getComponent(PositionComponent);
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const distance = Math.sqrt(
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Math.pow(pos.x - playerPos.x, 2) +
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Math.pow(pos.y - playerPos.y, 2)
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);
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return distance < 100; // 距离玩家100像素内
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})
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.execute();
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```
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## 批量操作
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EntityManager 提供高效的批量操作方法:
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```typescript
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// 遍历所有实体
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entityManager.forEachEntity(entity => {
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// 处理每个实体
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if (entity.position.x < 0) {
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entity.position.x = 0;
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}
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});
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// 遍历特定组件的实体
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entityManager.forEachEntityWithComponent(HealthComponent, (entity, health) => {
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if (health.currentHealth <= 0) {
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entity.addTag("dead");
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entity.enabled = false;
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}
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});
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// 批量创建并配置实体
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const bullets = entityManager.createEntities(100, "Bullet", (bullet, index) => {
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bullet.addComponent(new PositionComponent(
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100 + index * 10,
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100
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));
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bullet.addComponent(new VelocityComponent(0, -200));
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bullet.tag = "projectile";
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});
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```
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## 性能优化系统
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EntityManager 内置了三个性能优化系统:
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### 1. 组件索引系统
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自动为组件查询提供O(1)性能:
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```typescript
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// 获取组件索引统计
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const componentIndex = entityManager.getComponentIndex();
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const stats = componentIndex.getPerformanceStats();
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console.log('组件索引统计:', {
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totalQueries: stats.totalQueries,
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indexHits: stats.indexHits,
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hitRate: (stats.indexHits / stats.totalQueries * 100).toFixed(2) + '%'
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});
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// 手动优化(通常自动进行)
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componentIndex.optimize();
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```
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### 2. Archetype系统
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按组件组合分组实体,优化批量查询:
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```typescript
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// 获取Archetype统计
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const archetypeSystem = entityManager.getArchetypeSystem();
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const archetypeStats = archetypeSystem.getStatistics();
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console.log('Archetype统计:', {
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totalArchetypes: archetypeStats.totalArchetypes,
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totalEntities: archetypeStats.totalEntities,
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queryCacheSize: archetypeStats.queryCacheSize
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});
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// 查看所有原型
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console.log('当前原型:', archetypeSystem.getAllArchetypes());
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```
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### 3. 脏标记系统
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追踪实体变更,避免不必要的更新:
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```typescript
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// 获取脏标记统计
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const dirtyTracking = entityManager.getDirtyTrackingSystem();
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const dirtyStats = dirtyTracking.getPerformanceStats();
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console.log('脏标记统计:', {
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totalMarks: dirtyStats.totalMarks,
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batchesProcessed: dirtyStats.batchesProcessed,
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listenersNotified: dirtyStats.listenersNotified
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});
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// 手动处理脏标记
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dirtyTracking.processDirtyMarks();
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```
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## 实体管理器统计
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获取EntityManager的综合性能数据:
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```typescript
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const stats = entityManager.getStatistics();
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console.log('EntityManager统计:', {
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// 基础统计
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entityCount: stats.entityCount,
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activeEntityCount: stats.activeEntityCount,
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// 查询统计
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totalQueries: stats.totalQueries,
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indexHits: stats.indexHits,
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archetypeHits: stats.archetypeHits,
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// 性能指标
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averageQueryTime: stats.averageQueryTime,
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hitRate: (stats.indexHits / stats.totalQueries * 100).toFixed(2) + '%'
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});
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```
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## 系统优化和清理
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```typescript
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// 手动触发优化
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entityManager.optimize();
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// 内存清理
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entityManager.cleanup();
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// 压缩数据结构
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entityManager.compact();
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// 获取内存使用情况
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const memoryStats = entityManager.getMemoryUsage();
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console.log('内存使用:', {
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entityIndexSize: memoryStats.entityIndex,
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componentIndexSize: memoryStats.componentIndex,
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archetypeSize: memoryStats.archetype
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});
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```
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## 实际使用案例
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### 游戏系统集成
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```typescript
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class MovementSystem extends EntitySystem {
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private entityManager: EntityManager;
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constructor(scene: Scene) {
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super();
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this.entityManager = new EntityManager(scene);
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}
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protected process(entities: Entity[]): void {
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// 使用高效查询获取移动实体
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const movingEntities = this.entityManager
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.query()
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.withAll([PositionComponent, VelocityComponent])
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.active(true)
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.execute();
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// 批量处理
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movingEntities.forEach(entity => {
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const position = entity.getComponent(PositionComponent);
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const velocity = entity.getComponent(VelocityComponent);
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position.x += velocity.dx * Time.deltaTime;
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position.y += velocity.dy * Time.deltaTime;
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});
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}
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}
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```
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### 复杂查询示例
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```typescript
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// 战斗系统:查找攻击范围内的敌人
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class CombatSystem {
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private entityManager: EntityManager;
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findTargetsInRange(attacker: Entity, range: number): Entity[] {
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const attackerPos = attacker.getComponent(PositionComponent);
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if (!attackerPos) return [];
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return this.entityManager
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.query()
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.withAll([PositionComponent, HealthComponent])
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.withTag("enemy")
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.withoutTag("dead")
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.where(entity => {
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const pos = entity.getComponent(PositionComponent);
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const distance = Math.sqrt(
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Math.pow(pos.x - attackerPos.x, 2) +
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Math.pow(pos.y - attackerPos.y, 2)
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);
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return distance <= range;
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})
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.execute();
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}
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// 优化版本:使用空间分区(如果实现了的话)
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findTargetsInRangeOptimized(attacker: Entity, range: number): Entity[] {
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// 首先通过空间查询缩小范围
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const nearbyEntities = this.spatialIndex.queryRange(
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attackerPos.x - range,
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attackerPos.y - range,
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attackerPos.x + range,
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attackerPos.y + range
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);
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// 然后使用EntityManager进行精确过滤
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return this.entityManager
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.query()
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.withAll([HealthComponent])
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.withTag("enemy")
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.withoutTag("dead")
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.where(entity => nearbyEntities.includes(entity))
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.execute();
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}
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}
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```
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## 性能建议
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### 查询优化
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1. **利用索引**: 优先使用组件查询和标签查询,它们具有O(1)性能
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2. **减少自定义过滤**: `where()`条件虽然灵活,但会降低性能
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3. **缓存查询结果**: 对于不经常变化的查询结果,考虑缓存
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```typescript
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// ✅ 推荐:使用索引查询
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const enemies = entityManager.getEntitiesByTag("enemy");
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// ⚠️ 谨慎:自定义过滤
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const enemies = entityManager
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.query()
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.where(entity => entity.name.includes("Enemy"))
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.execute();
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```
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### 批量操作优化
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```typescript
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// ✅ 推荐:批量创建
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const bullets = entityManager.createEntities(100, "Bullet");
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// ❌ 避免:循环单独创建
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for (let i = 0; i < 100; i++) {
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entityManager.createEntity("Bullet");
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}
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```
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### 内存管理
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```typescript
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// 定期清理
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setInterval(() => {
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entityManager.cleanup();
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}, 30000); // 每30秒清理一次
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// 监控性能
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const stats = entityManager.getStatistics();
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if (stats.indexHits / stats.totalQueries < 0.8) {
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console.warn('查询命中率较低,考虑优化查询策略');
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}
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```
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## 总结
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EntityManager 提供了:
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- **统一接口**: 所有实体操作通过一个管理器完成
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- **自动优化**: 内置三个性能优化系统
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- **灵活查询**: 从简单的ID查找到复杂的条件查询
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- **性能监控**: 完整的统计和诊断信息
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- **批量操作**: 高效的批量处理能力
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通过合理使用EntityManager,您可以构建高性能、可维护的ECS游戏系统。
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