废弃core.scene更改为setscene方法
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@@ -107,7 +107,7 @@ const scene = new Scene();
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scene.name = "GameScene";
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// 设置为当前场景
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Core.scene = scene;
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Core.setScene(scene;
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// 场景生命周期
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scene.begin(); // 开始场景
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@@ -189,7 +189,7 @@ class LayaECSGame extends LayaScene {
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this.ecsScene = new ECSScene();
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this.ecsScene.name = "LayaGameScene";
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Core.scene = this.ecsScene;
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Core.setScene(this.ecsScene);
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this.entityManager = new EntityManager();
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this.setupSystems();
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@@ -264,7 +264,7 @@ export class ECSGameManager extends CocosComponent {
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this.ecsScene = new ECSScene();
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this.ecsScene.name = "CocosGameScene";
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Core.scene = this.ecsScene;
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Core.setScene(this.ecsScene);
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this.entityManager = new EntityManager();
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this.setupSystems();
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@@ -340,7 +340,7 @@ class ServerGameManager {
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this.scene = new Scene();
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this.scene.name = "ServerScene";
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Core.scene = this.scene;
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Core.setScene(this.scene);
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this.entityManager = new EntityManager();
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this.setupSystems();
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@@ -434,7 +434,7 @@ class BrowserGame {
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this.scene = new Scene();
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this.scene.name = "BrowserScene";
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Core.scene = this.scene;
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Core.setScene(this.scene);
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this.entityManager = new EntityManager();
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this.setupSystems();
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@@ -19,10 +19,12 @@ import { Scene, Core } from '@esengine/ecs-framework';
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// 创建场景
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const gameScene = new Scene();
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// 设置为当前活动场景
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Core.scene = gameScene;
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// 设置为当前活动场景(推荐使用setScene方法)
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Core.setScene(gameScene);
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```
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> **注意**: `Core.scene = ` 设置方式已被标记为废弃,推荐使用 `Core.setScene()` 方法。新方法提供更好的类型安全性和可预测的激活时序。
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### 场景的生命周期
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```typescript
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@@ -113,7 +115,7 @@ class MenuScene extends Scene {
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private transitionToGame() {
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// 切换到游戏场景
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const gameScene = new GameScene();
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Core.scene = gameScene;
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Core.setScene(gameScene);
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}
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}
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```
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@@ -251,7 +253,7 @@ class SceneManager {
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// 创建新场景
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this.currentScene = this.createScene(sceneType, data);
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Core.scene = this.currentScene;
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Core.setScene(this.currentScene);
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console.log(`切换到场景: ${sceneType}`);
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}
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@@ -265,7 +267,7 @@ class SceneManager {
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}
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this.currentScene = previousScene;
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Core.scene = this.currentScene;
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Core.setScene(this.currentScene);
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return true;
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}
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return false;
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@@ -280,7 +282,7 @@ class SceneManager {
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}
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this.currentScene = this.createScene(sceneType, data);
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Core.scene = this.currentScene;
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Core.setScene(this.currentScene);
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}
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popScene() {
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@@ -291,7 +293,7 @@ class SceneManager {
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this.currentScene = this.sceneHistory.pop()!;
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this.resumeScene(this.currentScene);
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Core.scene = this.currentScene;
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Core.setScene(this.currentScene);
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}
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}
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@@ -359,7 +361,7 @@ class TransitionManager {
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// 切换场景
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fromScene.onDestroy();
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Core.scene = toScene;
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Core.setScene(toScene);
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// 淡入新场景
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await this.fadeIn(overlay, duration / 2);
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@@ -382,7 +384,7 @@ class TransitionManager {
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// 切换场景
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fromScene.onDestroy();
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Core.scene = toScene;
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Core.setScene(toScene);
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// 从相反方向滑入新场景
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await this.slideScene(toScene, -slideDistance);
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@@ -491,7 +491,7 @@ if (renderSystem) {
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}
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// 设置为当前场景
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Core.scene = scene;
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Core.setScene(scene;
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```
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### 系统的启用和禁用
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