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docs/guide/scene.md
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510
docs/guide/scene.md
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# 场景管理
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在 ECS 架构中,场景(Scene)是游戏世界的容器,负责管理实体、系统和组件的生命周期。场景提供了完整的 ECS 运行环境。
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## 基本概念
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场景是 ECS 框架的核心容器,提供:
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- 实体的创建、管理和销毁
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- 系统的注册和执行调度
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- 组件的存储和查询
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- 事件系统支持
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- 性能监控和调试信息
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## 创建场景
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### 继承 Scene 类
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**推荐做法:继承 Scene 类来创建自定义场景**
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```typescript
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import { Scene, EntitySystem } from '@esengine/ecs-framework';
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class GameScene extends Scene {
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protected initialize(): void {
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// 设置场景名称
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this.name = "GameScene";
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// 添加系统
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this.addSystem(new MovementSystem());
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this.addSystem(new RenderSystem());
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this.addSystem(new PhysicsSystem());
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// 创建初始实体
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this.createInitialEntities();
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}
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private createInitialEntities(): void {
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// 创建玩家
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const player = this.createEntity("Player");
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player.addComponent(new Position(400, 300));
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player.addComponent(new Health(100));
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player.addComponent(new PlayerController());
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// 创建敌人
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for (let i = 0; i < 5; i++) {
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const enemy = this.createEntity(`Enemy_${i}`);
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enemy.addComponent(new Position(Math.random() * 800, Math.random() * 600));
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enemy.addComponent(new Health(50));
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enemy.addComponent(new EnemyAI());
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}
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}
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public onStart(): void {
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console.log("游戏场景已启动");
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// 场景启动时的逻辑
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}
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public unload(): void {
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console.log("游戏场景已卸载");
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// 场景卸载时的清理逻辑
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}
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}
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```
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### 使用场景配置
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```typescript
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import { ISceneConfig } from '@esengine/ecs-framework';
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const config: ISceneConfig = {
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name: "MainGame",
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enableEntityDirectUpdate: false
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};
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class ConfiguredScene extends Scene {
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constructor() {
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super(config);
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}
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}
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```
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## 场景生命周期
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场景提供了完整的生命周期管理:
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```typescript
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class ExampleScene extends Scene {
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protected initialize(): void {
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// 场景初始化:设置系统和初始实体
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console.log("场景初始化");
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}
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public onStart(): void {
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// 场景开始运行:游戏逻辑开始执行
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console.log("场景开始运行");
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}
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public unload(): void {
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// 场景卸载:清理资源
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console.log("场景卸载");
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}
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}
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// 使用场景(由框架自动管理生命周期)
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const scene = new ExampleScene();
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// 场景的 initialize(), begin(), update(), end() 由框架自动调用
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```
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## 实体管理
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### 创建实体
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```typescript
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class EntityScene extends Scene {
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createGameEntities(): void {
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// 创建单个实体
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const player = this.createEntity("Player");
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// 批量创建实体(高性能)
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const bullets = this.createEntities(100, "Bullet");
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// 为批量创建的实体添加组件
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bullets.forEach((bullet, index) => {
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bullet.addComponent(new Position(index * 10, 100));
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bullet.addComponent(new Velocity(Math.random() * 200 - 100, -300));
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});
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}
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}
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```
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### 查找实体
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```typescript
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class SearchScene extends Scene {
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findEntities(): void {
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// 按名称查找
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const player = this.findEntity("Player");
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const player2 = this.getEntityByName("Player"); // 别名方法
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// 按 ID 查找
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const entity = this.findEntityById(123);
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// 按标签查找
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const enemies = this.findEntitiesByTag(2);
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const enemies2 = this.getEntitiesByTag(2); // 别名方法
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if (player) {
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console.log(`找到玩家: ${player.name}`);
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}
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console.log(`找到 ${enemies.length} 个敌人`);
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}
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}
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```
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### 销毁实体
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```typescript
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class DestroyScene extends Scene {
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cleanupEntities(): void {
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// 销毁所有实体
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this.destroyAllEntities();
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// 单个实体的销毁通过实体本身
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const enemy = this.findEntity("Enemy_1");
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if (enemy) {
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enemy.destroy(); // 实体会自动从场景中移除
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}
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}
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}
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```
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## 系统管理
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### 添加和移除系统
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```typescript
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class SystemScene extends Scene {
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protected initialize(): void {
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// 添加系统
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const movementSystem = new MovementSystem();
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this.addSystem(movementSystem);
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// 设置系统更新顺序
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movementSystem.updateOrder = 1;
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// 添加更多系统
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this.addSystem(new PhysicsSystem());
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this.addSystem(new RenderSystem());
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}
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public removeUnnecessarySystems(): void {
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// 获取系统
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const physicsSystem = this.getEntityProcessor(PhysicsSystem);
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// 移除系统
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if (physicsSystem) {
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this.removeSystem(physicsSystem);
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}
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}
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}
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```
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### 系统访问
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```typescript
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class SystemAccessScene extends Scene {
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public pausePhysics(): void {
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const physicsSystem = this.getEntityProcessor(PhysicsSystem);
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if (physicsSystem) {
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physicsSystem.enabled = false;
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}
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}
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public getAllSystems(): EntitySystem[] {
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return this.systems; // 获取所有系统
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}
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}
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```
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## 事件系统
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场景内置了类型安全的事件系统:
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```typescript
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class EventScene extends Scene {
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protected initialize(): void {
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// 监听事件
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this.eventSystem.on('player_died', this.onPlayerDied.bind(this));
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this.eventSystem.on('enemy_spawned', this.onEnemySpawned.bind(this));
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this.eventSystem.on('level_complete', this.onLevelComplete.bind(this));
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}
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private onPlayerDied(data: any): void {
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console.log('玩家死亡事件');
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// 处理玩家死亡
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}
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private onEnemySpawned(data: any): void {
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console.log('敌人生成事件');
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// 处理敌人生成
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}
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private onLevelComplete(data: any): void {
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console.log('关卡完成事件');
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// 处理关卡完成
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}
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public triggerGameEvent(): void {
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// 发送事件
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this.eventSystem.emitSync('custom_event', {
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message: "这是自定义事件",
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timestamp: Date.now()
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});
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}
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}
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```
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## 场景统计和调试
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### 获取场景统计
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```typescript
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class StatsScene extends Scene {
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public showStats(): void {
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const stats = this.getStats();
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console.log(`实体数量: ${stats.entityCount}`);
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console.log(`系统数量: ${stats.processorCount}`);
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console.log('组件存储统计:', stats.componentStorageStats);
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}
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public showDebugInfo(): void {
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const debugInfo = this.getDebugInfo();
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console.log('场景调试信息:', debugInfo);
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// 显示所有实体信息
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debugInfo.entities.forEach(entity => {
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console.log(`实体 ${entity.name}(${entity.id}): ${entity.componentCount} 个组件`);
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console.log('组件类型:', entity.componentTypes);
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});
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// 显示所有系统信息
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debugInfo.processors.forEach(processor => {
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console.log(`系统 ${processor.name}: 处理 ${processor.entityCount} 个实体`);
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});
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}
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}
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```
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## 场景集成到框架
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场景可以通过两种方式运行:
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### 1. 简单的单场景应用
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```typescript
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import { Core } from '@esengine/ecs-framework';
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// 创建游戏场景
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class GameScene extends Scene {
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protected initialize(): void {
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this.name = "GameScene";
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this.addSystem(new MovementSystem());
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this.addSystem(new RenderSystem());
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}
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}
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// 启动游戏
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Core.create();
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const gameScene = new GameScene();
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Core.setScene(gameScene);
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```
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### 2. 复杂的多场景应用
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```typescript
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import { WorldManager } from '@esengine/ecs-framework';
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// 获取WorldManager实例
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const worldManager = WorldManager.getInstance();
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// 创建World
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const gameWorld = worldManager.createWorld('game', {
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name: 'MainGame',
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maxScenes: 5
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});
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// 在World中创建场景
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const menuScene = gameWorld.createScene('menu', new MenuScene());
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const gameScene = gameWorld.createScene('game', new GameScene());
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// 激活场景
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gameWorld.setSceneActive('menu', true);
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```
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## 多场景管理
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在World中可以管理多个场景,通过激活/停用来切换:
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```typescript
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class GameWorld extends World {
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private menuScene: Scene;
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private gameScene: Scene;
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private gameOverScene: Scene;
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public initialize(): void {
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// 创建多个场景
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this.menuScene = this.createScene('menu', new MenuScene());
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this.gameScene = this.createScene('game', new GameScene());
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this.gameOverScene = this.createScene('gameover', new GameOverScene());
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// 设置初始场景
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this.showMenu();
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}
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public showMenu(): void {
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this.deactivateAllScenes();
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this.setSceneActive('menu', true);
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}
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public startGame(): void {
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this.deactivateAllScenes();
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this.setSceneActive('game', true);
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}
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public showGameOver(): void {
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this.deactivateAllScenes();
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this.setSceneActive('gameover', true);
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}
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private deactivateAllScenes(): void {
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this.setSceneActive('menu', false);
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this.setSceneActive('game', false);
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this.setSceneActive('gameover', false);
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}
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}
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```
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## 与 World 的关系
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Scene 的运行架构层次:
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```typescript
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// Core -> WorldManager -> World -> Scene -> EntitySystem -> Entity -> Component
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// 1. 简单应用:Core直接管理单个Scene
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Core.setScene(new GameScene());
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// 2. 复杂应用:WorldManager管理多个World,每个World管理多个Scene
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const worldManager = WorldManager.getInstance();
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const world = worldManager.createWorld('gameWorld');
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const scene = world.createScene('mainScene', new GameScene());
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world.setSceneActive('mainScene', true);
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```
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## 最佳实践
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### 1. 场景职责分离
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```typescript
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// ✅ 好的场景设计 - 职责清晰
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class MenuScene extends Scene {
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// 只处理菜单相关逻辑
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}
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class GameScene extends Scene {
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// 只处理游戏玩法逻辑
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}
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class InventoryScene extends Scene {
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// 只处理物品栏逻辑
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}
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// ❌ 避免的场景设计 - 职责混乱
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class MegaScene extends Scene {
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// 包含菜单、游戏、物品栏等所有逻辑
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}
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```
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### 2. 合理的系统组织
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```typescript
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class OrganizedScene extends Scene {
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protected initialize(): void {
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// 按功能和依赖关系添加系统
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this.addInputSystems();
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this.addLogicSystems();
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this.addRenderSystems();
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}
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private addInputSystems(): void {
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this.addSystem(new InputSystem());
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}
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private addLogicSystems(): void {
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this.addSystem(new MovementSystem());
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this.addSystem(new PhysicsSystem());
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this.addSystem(new CollisionSystem());
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}
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private addRenderSystems(): void {
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this.addSystem(new RenderSystem());
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this.addSystem(new UISystem());
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}
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}
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```
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### 3. 资源管理
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```typescript
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class ResourceScene extends Scene {
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private textures: Map<string, any> = new Map();
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private sounds: Map<string, any> = new Map();
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protected initialize(): void {
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this.loadResources();
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}
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private loadResources(): void {
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// 加载场景所需资源
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}
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public unload(): void {
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// 清理资源
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this.textures.clear();
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this.sounds.clear();
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}
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}
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```
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### 4. 事件处理规范
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```typescript
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class EventHandlingScene extends Scene {
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protected initialize(): void {
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// 集中管理事件监听
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this.setupEventListeners();
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}
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private setupEventListeners(): void {
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this.eventSystem.on('game_pause', this.onGamePause.bind(this));
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this.eventSystem.on('game_resume', this.onGameResume.bind(this));
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this.eventSystem.on('player_input', this.onPlayerInput.bind(this));
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}
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private onGamePause(): void {
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// 暂停游戏逻辑
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this.systems.forEach(system => {
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if (system instanceof GameLogicSystem) {
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system.enabled = false;
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}
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});
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}
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private onGameResume(): void {
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// 恢复游戏逻辑
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this.systems.forEach(system => {
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if (system instanceof GameLogicSystem) {
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system.enabled = true;
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}
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});
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}
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private onPlayerInput(data: any): void {
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// 处理玩家输入
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}
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}
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```
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场景是 ECS 框架的核心容器,正确使用场景管理能让你的游戏架构更加清晰、模块化和易于维护。
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