docs(modules): 添加框架模块文档 (#350)
* docs(modules): 添加框架模块文档 添加以下模块的完整文档: - FSM (状态机): 状态定义、转换条件、优先级、事件监听 - Timer (定时器): 定时器调度、冷却系统、服务令牌 - Spatial (空间索引): GridSpatialIndex、AOI 兴趣区域管理 - Pathfinding (寻路): A* 算法、网格地图、导航网格、路径平滑 - Procgen (程序化生成): 噪声函数、种子随机数、加权随机 所有文档均基于实际源码 API 编写,包含: - 快速开始示例 - 完整 API 参考 - 实际使用案例 - 蓝图节点说明 - 最佳实践建议 * docs(modules): 添加 Blueprint 模块文档和所有模块英文版 新增中文文档: - Blueprint (蓝图可视化脚本): VM、自定义节点、组合系统、触发器 新增英文文档 (docs/en/modules/): - FSM: State machine API, transitions, ECS integration - Timer: Timers, cooldowns, service tokens - Spatial: Grid spatial index, AOI management - Pathfinding: A*, grid map, NavMesh, path smoothing - Procgen: Noise functions, seeded random, weighted random - Blueprint: Visual scripting, custom nodes, composition 所有文档均基于实际源码 API 编写。
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docs/en/modules/timer/index.md
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docs/en/modules/timer/index.md
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# Timer System
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`@esengine/timer` provides a flexible timer and cooldown system for delayed execution, repeating tasks, skill cooldowns, and more.
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## Installation
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```bash
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npm install @esengine/timer
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```
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## Quick Start
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```typescript
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import { createTimerService } from '@esengine/timer';
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// Create timer service
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const timerService = createTimerService();
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// One-time timer (executes after 1 second)
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const handle = timerService.schedule('myTimer', 1000, () => {
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console.log('Timer fired!');
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});
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// Repeating timer (every 100ms)
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timerService.scheduleRepeating('heartbeat', 100, () => {
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console.log('Tick');
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});
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// Cooldown system (5 second cooldown)
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timerService.startCooldown('skill_fireball', 5000);
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if (timerService.isCooldownReady('skill_fireball')) {
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useFireball();
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timerService.startCooldown('skill_fireball', 5000);
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}
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// Update in game loop
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function gameLoop(deltaTime: number) {
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timerService.update(deltaTime);
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}
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```
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## Core Concepts
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### Timer vs Cooldown
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| Feature | Timer | Cooldown |
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|---------|-------|----------|
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| Purpose | Delayed code execution | Rate limiting |
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| Callback | Has callback function | No callback |
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| Repeat | Supports repeating | One-time |
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| Query | Query remaining time | Query progress/ready status |
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### TimerHandle
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Handle object returned when scheduling a timer:
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```typescript
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interface TimerHandle {
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readonly id: string; // Timer ID
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readonly isValid: boolean; // Whether valid (not cancelled)
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cancel(): void; // Cancel timer
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}
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```
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### TimerInfo
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Timer information object:
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```typescript
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interface TimerInfo {
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readonly id: string; // Timer ID
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readonly remaining: number; // Remaining time (ms)
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readonly repeating: boolean; // Whether repeating
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readonly interval?: number; // Interval (repeating only)
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}
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```
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### CooldownInfo
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Cooldown information object:
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```typescript
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interface CooldownInfo {
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readonly id: string; // Cooldown ID
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readonly duration: number; // Total duration (ms)
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readonly remaining: number; // Remaining time (ms)
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readonly progress: number; // Progress (0-1, 0=started, 1=finished)
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readonly isReady: boolean; // Whether ready
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}
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```
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## API Reference
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### createTimerService
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```typescript
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function createTimerService(config?: TimerServiceConfig): ITimerService
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```
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**Configuration:**
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| Property | Type | Default | Description |
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|----------|------|---------|-------------|
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| `maxTimers` | `number` | `0` | Maximum timer count (0 = unlimited) |
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| `maxCooldowns` | `number` | `0` | Maximum cooldown count (0 = unlimited) |
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### Timer API
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#### schedule
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Schedule a one-time timer:
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```typescript
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const handle = timerService.schedule('explosion', 2000, () => {
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createExplosion();
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});
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// Cancel early
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handle.cancel();
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```
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#### scheduleRepeating
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Schedule a repeating timer:
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```typescript
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// Execute every second
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timerService.scheduleRepeating('regen', 1000, () => {
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player.hp += 5;
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});
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// Execute immediately once, then repeat every second
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timerService.scheduleRepeating('tick', 1000, () => {
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console.log('Tick');
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}, true); // immediate = true
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```
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#### cancel / cancelById
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Cancel timers:
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```typescript
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// Cancel by handle
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handle.cancel();
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// or
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timerService.cancel(handle);
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// Cancel by ID
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timerService.cancelById('regen');
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```
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#### hasTimer
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Check if timer exists:
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```typescript
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if (timerService.hasTimer('explosion')) {
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console.log('Explosion is pending');
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}
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```
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#### getTimerInfo
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Get timer information:
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```typescript
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const info = timerService.getTimerInfo('explosion');
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if (info) {
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console.log(`Remaining: ${info.remaining}ms`);
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console.log(`Repeating: ${info.repeating}`);
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}
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```
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### Cooldown API
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#### startCooldown
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Start a cooldown:
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```typescript
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timerService.startCooldown('skill_fireball', 5000);
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```
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#### isCooldownReady / isOnCooldown
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Check cooldown status:
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```typescript
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if (timerService.isCooldownReady('skill_fireball')) {
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castFireball();
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timerService.startCooldown('skill_fireball', 5000);
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}
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if (timerService.isOnCooldown('skill_fireball')) {
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console.log('On cooldown...');
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}
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```
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#### getCooldownProgress / getCooldownRemaining
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Get cooldown progress:
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```typescript
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// Progress 0-1 (0=started, 1=complete)
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const progress = timerService.getCooldownProgress('skill_fireball');
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console.log(`Progress: ${(progress * 100).toFixed(0)}%`);
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// Remaining time (ms)
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const remaining = timerService.getCooldownRemaining('skill_fireball');
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console.log(`Remaining: ${(remaining / 1000).toFixed(1)}s`);
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```
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#### getCooldownInfo
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Get complete cooldown info:
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```typescript
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const info = timerService.getCooldownInfo('skill_fireball');
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if (info) {
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console.log(`Duration: ${info.duration}ms`);
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console.log(`Remaining: ${info.remaining}ms`);
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console.log(`Progress: ${info.progress}`);
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console.log(`Ready: ${info.isReady}`);
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}
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```
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#### resetCooldown / clearAllCooldowns
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Reset cooldowns:
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```typescript
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// Reset single cooldown
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timerService.resetCooldown('skill_fireball');
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// Clear all cooldowns (e.g., on respawn)
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timerService.clearAllCooldowns();
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```
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### Lifecycle
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#### update
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Update timer service (call every frame):
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```typescript
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function gameLoop(deltaTime: number) {
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timerService.update(deltaTime); // deltaTime in ms
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}
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```
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#### clear
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Clear all timers and cooldowns:
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```typescript
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timerService.clear();
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```
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### Debug Properties
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```typescript
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console.log(timerService.activeTimerCount);
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console.log(timerService.activeCooldownCount);
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const timerIds = timerService.getActiveTimerIds();
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const cooldownIds = timerService.getActiveCooldownIds();
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```
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## Practical Examples
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### Skill Cooldown System
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```typescript
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import { createTimerService, type ITimerService } from '@esengine/timer';
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class SkillSystem {
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private timerService: ITimerService;
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private skills: Map<string, SkillData> = new Map();
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constructor() {
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this.timerService = createTimerService();
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}
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useSkill(skillId: string): boolean {
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const skill = this.skills.get(skillId);
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if (!skill) return false;
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if (!this.timerService.isCooldownReady(skillId)) {
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const remaining = this.timerService.getCooldownRemaining(skillId);
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console.log(`Skill ${skillId} on cooldown, ${remaining}ms remaining`);
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return false;
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}
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this.executeSkill(skill);
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this.timerService.startCooldown(skillId, skill.cooldown);
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return true;
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}
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update(dt: number): void {
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this.timerService.update(dt);
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}
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}
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```
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### DOT Effects
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```typescript
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class EffectSystem {
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private timerService: ITimerService;
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applyDOT(target: Entity, damage: number, duration: number): void {
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const dotId = `dot_${target.id}_${Date.now()}`;
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let elapsed = 0;
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this.timerService.scheduleRepeating(dotId, 1000, () => {
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elapsed += 1000;
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target.takeDamage(damage);
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if (elapsed >= duration) {
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this.timerService.cancelById(dotId);
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}
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});
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}
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}
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```
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## Blueprint Nodes
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### Cooldown Nodes
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- `StartCooldown` - Start cooldown
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- `IsCooldownReady` - Check if cooldown is ready
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- `GetCooldownProgress` - Get cooldown progress
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- `GetCooldownInfo` - Get cooldown info
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- `ResetCooldown` - Reset cooldown
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### Timer Nodes
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- `HasTimer` - Check if timer exists
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- `CancelTimer` - Cancel timer
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- `GetTimerRemaining` - Get timer remaining time
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## Service Token
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For dependency injection:
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```typescript
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import { TimerServiceToken, createTimerService } from '@esengine/timer';
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services.register(TimerServiceToken, createTimerService());
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const timerService = services.get(TimerServiceToken);
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```
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