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docs/guide/system.md
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# 系统架构
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在 ECS 架构中,系统(System)是处理业务逻辑的地方。系统负责对拥有特定组件组合的实体执行操作,是 ECS 架构的逻辑处理单元。
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## 基本概念
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系统是继承自 `EntitySystem` 抽象基类的具体类,用于:
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- 定义实体的处理逻辑(如移动、碰撞检测、渲染等)
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- 根据组件组合筛选需要处理的实体
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- 提供生命周期管理和性能监控
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- 管理实体的添加、移除事件
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## 系统类型
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框架提供了几种不同类型的系统基类:
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### EntitySystem - 基础系统
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最基础的系统类,所有其他系统都继承自它:
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```typescript
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import { EntitySystem, ECSSystem, Matcher } from '@esengine/ecs-framework';
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@ECSSystem('Movement')
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class MovementSystem extends EntitySystem {
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constructor() {
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// 使用 Matcher 定义需要处理的实体条件
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super(Matcher.all(Position, Velocity));
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}
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protected process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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const position = entity.getComponent(Position);
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const velocity = entity.getComponent(Velocity);
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if (position && velocity) {
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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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```
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### ProcessingSystem - 处理系统
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适用于不需要逐个处理实体的系统:
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```typescript
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@ECSSystem('Physics')
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class PhysicsSystem extends ProcessingSystem {
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constructor() {
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super(); // 不需要指定 Matcher
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}
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public processSystem(): void {
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// 执行物理世界步进
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this.physicsWorld.step(Time.deltaTime);
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}
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}
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```
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### PassiveSystem - 被动系统
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被动系统不进行主动处理,主要用于监听实体的添加和移除事件:
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```typescript
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@ECSSystem('EntityTracker')
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class EntityTrackerSystem extends PassiveSystem {
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constructor() {
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super(Matcher.all(Health));
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}
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protected onAdded(entity: Entity): void {
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console.log(`生命值实体被添加: ${entity.name}`);
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}
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protected onRemoved(entity: Entity): void {
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console.log(`生命值实体被移除: ${entity.name}`);
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}
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}
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```
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### IntervalSystem - 间隔系统
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按固定时间间隔执行的系统:
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```typescript
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@ECSSystem('AutoSave')
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class AutoSaveSystem extends IntervalSystem {
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constructor() {
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// 每 5 秒执行一次
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super(5.0, Matcher.all(SaveData));
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}
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protected process(entities: readonly Entity[]): void {
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console.log('执行自动保存...');
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// 保存游戏数据
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this.saveGameData(entities);
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}
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private saveGameData(entities: readonly Entity[]): void {
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// 保存逻辑
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}
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}
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```
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## 实体匹配器 (Matcher)
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Matcher 用于定义系统需要处理哪些实体。它提供了灵活的条件组合:
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### 基本匹配条件
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```typescript
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// 必须同时拥有 Position 和 Velocity 组件
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const matcher1 = Matcher.all(Position, Velocity);
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// 至少拥有 Health 或 Shield 组件之一
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const matcher2 = Matcher.any(Health, Shield);
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// 不能拥有 Dead 组件
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const matcher3 = Matcher.none(Dead);
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```
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### 复合匹配条件
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```typescript
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// 复杂的组合条件
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const complexMatcher = Matcher.all(Position, Velocity)
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.any(Player, Enemy)
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.none(Dead, Disabled);
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@ECSSystem('Combat')
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class CombatSystem extends EntitySystem {
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constructor() {
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super(complexMatcher);
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}
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}
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```
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### 特殊匹配条件
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```typescript
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// 按标签匹配
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const tagMatcher = Matcher.byTag(1); // 匹配标签为 1 的实体
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// 按名称匹配
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const nameMatcher = Matcher.byName("Player"); // 匹配名称为 "Player" 的实体
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// 单组件匹配
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const componentMatcher = Matcher.byComponent(Health); // 匹配拥有 Health 组件的实体
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```
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## 系统生命周期
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系统提供了完整的生命周期回调:
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```typescript
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@ECSSystem('Example')
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class ExampleSystem extends EntitySystem {
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protected onInitialize(): void {
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console.log('系统初始化');
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// 系统被添加到场景时调用,用于初始化资源
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}
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protected onBegin(): void {
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// 每帧处理开始前调用
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}
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protected process(entities: readonly Entity[]): void {
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// 主要的处理逻辑
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for (const entity of entities) {
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// 处理每个实体
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}
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}
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protected lateProcess(entities: readonly Entity[]): void {
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// 主处理之后的后期处理
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}
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protected onEnd(): void {
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// 每帧处理结束后调用
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}
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protected onDestroy(): void {
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console.log('系统销毁');
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// 系统从场景移除时调用,用于清理资源
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}
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}
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```
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## 实体事件监听
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系统可以监听实体的添加和移除事件:
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```typescript
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@ECSSystem('EnemyManager')
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class EnemyManagerSystem extends EntitySystem {
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private enemyCount = 0;
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constructor() {
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super(Matcher.all(Enemy, Health));
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}
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protected onAdded(entity: Entity): void {
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this.enemyCount++;
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console.log(`敌人加入战斗,当前敌人数量: ${this.enemyCount}`);
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// 可以在这里为新敌人设置初始状态
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const health = entity.getComponent(Health);
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if (health) {
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health.current = health.max;
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}
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}
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protected onRemoved(entity: Entity): void {
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this.enemyCount--;
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console.log(`敌人被移除,剩余敌人数量: ${this.enemyCount}`);
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// 检查是否所有敌人都被消灭
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if (this.enemyCount === 0) {
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this.scene?.eventSystem.emitSync('all_enemies_defeated');
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}
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}
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}
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```
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## 系统属性和方法
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### 重要属性
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```typescript
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@ECSSystem('Example')
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class ExampleSystem extends EntitySystem {
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showSystemInfo(): void {
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console.log(`系统名称: ${this.systemName}`); // 系统名称
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console.log(`更新顺序: ${this.updateOrder}`); // 更新时序
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console.log(`是否启用: ${this.enabled}`); // 启用状态
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console.log(`实体数量: ${this.entities.length}`); // 匹配的实体数量
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console.log(`所属场景: ${this.scene?.name}`); // 所属场景
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}
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}
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```
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### 实体访问
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```typescript
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protected process(entities: readonly Entity[]): void {
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// 方式1:使用参数中的实体列表
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for (const entity of entities) {
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// 处理实体
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}
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// 方式2:使用 this.entities 属性(与参数相同)
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for (const entity of this.entities) {
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// 处理实体
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}
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}
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```
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### 控制系统执行
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```typescript
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@ECSSystem('Conditional')
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class ConditionalSystem extends EntitySystem {
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private shouldProcess = true;
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protected onCheckProcessing(): boolean {
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// 返回 false 时跳过本次处理
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return this.shouldProcess && this.entities.length > 0;
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}
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public pause(): void {
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this.shouldProcess = false;
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}
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public resume(): void {
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this.shouldProcess = true;
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}
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}
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```
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## 事件系统集成
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系统可以方便地监听和发送事件:
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```typescript
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@ECSSystem('GameLogic')
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class GameLogicSystem extends EntitySystem {
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protected onInitialize(): void {
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// 添加事件监听器(系统销毁时自动清理)
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this.addEventListener('player_died', this.onPlayerDied.bind(this));
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this.addEventListener('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,重新开始游戏');
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// 处理玩家死亡逻辑
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}
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private onLevelComplete(data: any): void {
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console.log('关卡完成,加载下一关');
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// 处理关卡完成逻辑
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}
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protected process(entities: readonly Entity[]): void {
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// 在处理过程中发送事件
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for (const entity of entities) {
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const health = entity.getComponent(Health);
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if (health && health.current <= 0) {
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this.scene?.eventSystem.emitSync('entity_died', { entity });
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}
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}
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}
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}
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```
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## 性能监控
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系统内置了性能监控功能:
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```typescript
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@ECSSystem('Performance')
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class PerformanceSystem extends EntitySystem {
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protected onEnd(): void {
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// 获取性能数据
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const perfData = this.getPerformanceData();
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if (perfData) {
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console.log(`执行时间: ${perfData.executionTime.toFixed(2)}ms`);
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}
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// 获取性能统计
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const stats = this.getPerformanceStats();
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if (stats) {
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console.log(`平均执行时间: ${stats.averageTime.toFixed(2)}ms`);
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}
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}
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public resetPerformance(): void {
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this.resetPerformanceData();
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}
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}
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```
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## 系统管理
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### 添加系统到场景
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```typescript
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// 在场景子类中添加系统
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class GameScene extends Scene {
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protected initialize(): void {
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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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// 设置系统更新顺序
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const movementSystem = this.getSystem(MovementSystem);
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if (movementSystem) {
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movementSystem.updateOrder = 1;
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}
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}
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}
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```
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### 系统更新顺序
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```typescript
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@ECSSystem('Input')
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class InputSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(InputComponent));
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this.updateOrder = -100; // 输入系统优先执行
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}
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}
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@ECSSystem('Physics')
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class PhysicsSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(RigidBody));
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this.updateOrder = 0; // 默认顺序
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}
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}
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@ECSSystem('Render')
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class RenderSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(Sprite, Transform));
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this.updateOrder = 100; // 渲染系统最后执行
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}
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}
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```
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## 复杂系统示例
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### 碰撞检测系统
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```typescript
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@ECSSystem('Collision')
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class CollisionSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(Transform, Collider));
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}
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protected process(entities: readonly Entity[]): void {
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// 简单的 n² 碰撞检测
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for (let i = 0; i < entities.length; i++) {
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for (let j = i + 1; j < entities.length; j++) {
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this.checkCollision(entities[i], entities[j]);
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}
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}
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}
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private checkCollision(entityA: Entity, entityB: Entity): void {
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const transformA = entityA.getComponent(Transform);
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const transformB = entityB.getComponent(Transform);
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const colliderA = entityA.getComponent(Collider);
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const colliderB = entityB.getComponent(Collider);
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if (this.isColliding(transformA, colliderA, transformB, colliderB)) {
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// 发送碰撞事件
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this.scene?.eventSystem.emitSync('collision', {
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entityA,
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entityB
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});
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}
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}
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private isColliding(transformA: Transform, colliderA: Collider,
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transformB: Transform, colliderB: Collider): boolean {
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// 碰撞检测逻辑
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return false; // 简化示例
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}
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}
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```
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### 状态机系统
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```typescript
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@ECSSystem('StateMachine')
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class StateMachineSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(StateMachine));
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}
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protected process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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const stateMachine = entity.getComponent(StateMachine);
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if (stateMachine) {
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stateMachine.updateTimer(Time.deltaTime);
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this.updateState(entity, stateMachine);
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}
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}
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}
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private updateState(entity: Entity, stateMachine: StateMachine): void {
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switch (stateMachine.currentState) {
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case EntityState.Idle:
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this.handleIdleState(entity, stateMachine);
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break;
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case EntityState.Moving:
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this.handleMovingState(entity, stateMachine);
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break;
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case EntityState.Attacking:
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this.handleAttackingState(entity, stateMachine);
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break;
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}
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}
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private handleIdleState(entity: Entity, stateMachine: StateMachine): void {
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// 空闲状态逻辑
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}
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private handleMovingState(entity: Entity, stateMachine: StateMachine): void {
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// 移动状态逻辑
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}
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private handleAttackingState(entity: Entity, stateMachine: StateMachine): void {
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// 攻击状态逻辑
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}
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||||
}
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```
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## 最佳实践
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### 1. 系统单一职责
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||||
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```typescript
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// ✅ 好的系统设计 - 职责单一
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@ECSSystem('Movement')
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class MovementSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(Position, Velocity));
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||||
}
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||||
}
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||||
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@ECSSystem('Rendering')
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class RenderingSystem extends EntitySystem {
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||||
constructor() {
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||||
super(Matcher.all(Sprite, Transform));
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||||
}
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||||
}
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||||
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||||
// ❌ 避免的系统设计 - 职责过多
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||||
@ECSSystem('GameSystem')
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||||
class GameSystem extends EntitySystem {
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||||
// 一个系统处理移动、渲染、音效等多种逻辑
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||||
}
|
||||
```
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||||
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||||
### 2. 使用装饰器
|
||||
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||||
**必须使用 `@ECSSystem` 装饰器**:
|
||||
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||||
```typescript
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||||
// ✅ 正确的用法
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||||
@ECSSystem('Physics')
|
||||
class PhysicsSystem extends EntitySystem {
|
||||
// 系统实现
|
||||
}
|
||||
|
||||
// ❌ 错误的用法 - 没有装饰器
|
||||
class BadSystem extends EntitySystem {
|
||||
// 这样定义的系统可能在生产环境出现问题
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 合理的更新顺序
|
||||
|
||||
```typescript
|
||||
// 按逻辑顺序设置系统的更新时序
|
||||
@ECSSystem('Input')
|
||||
class InputSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super();
|
||||
this.updateOrder = -100; // 最先处理输入
|
||||
}
|
||||
}
|
||||
|
||||
@ECSSystem('Logic')
|
||||
class GameLogicSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super();
|
||||
this.updateOrder = 0; // 处理游戏逻辑
|
||||
}
|
||||
}
|
||||
|
||||
@ECSSystem('Render')
|
||||
class RenderSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super();
|
||||
this.updateOrder = 100; // 最后进行渲染
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 避免在系统间直接引用
|
||||
|
||||
```typescript
|
||||
// ❌ 避免:系统间直接引用
|
||||
@ECSSystem('Bad')
|
||||
class BadSystem extends EntitySystem {
|
||||
private otherSystem: SomeOtherSystem; // 避免直接引用其他系统
|
||||
}
|
||||
|
||||
// ✅ 推荐:通过事件系统通信
|
||||
@ECSSystem('Good')
|
||||
class GoodSystem extends EntitySystem {
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 通过事件系统与其他系统通信
|
||||
this.scene?.eventSystem.emitSync('data_updated', { entities });
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 5. 及时清理资源
|
||||
|
||||
```typescript
|
||||
@ECSSystem('Resource')
|
||||
class ResourceSystem extends EntitySystem {
|
||||
private resources: Map<string, any> = new Map();
|
||||
|
||||
protected onDestroy(): void {
|
||||
// 清理资源
|
||||
for (const [key, resource] of this.resources) {
|
||||
if (resource.dispose) {
|
||||
resource.dispose();
|
||||
}
|
||||
}
|
||||
this.resources.clear();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
系统是 ECS 架构的逻辑处理核心,正确设计和使用系统能让你的游戏代码更加模块化、高效和易于维护。
|
||||
Reference in New Issue
Block a user